diff options
| -rw-r--r-- | .astro/collections/posts.schema.json | 32 | ||||
| -rw-r--r-- | .astro/content-assets.mjs | 1 | ||||
| -rw-r--r-- | .astro/content-modules.mjs | 1 | ||||
| -rw-r--r-- | .astro/content.d.ts | 209 | ||||
| -rw-r--r-- | .astro/data-store.json | 1 | ||||
| -rw-r--r-- | .astro/settings.json | 5 | ||||
| -rw-r--r-- | .astro/types.d.ts | 2 | ||||
| -rw-r--r-- | .gitignore | 5 | ||||
| -rw-r--r-- | Makefile | 24 | ||||
| -rw-r--r-- | README.md | 43 | ||||
| -rw-r--r-- | _posts/assets/squirrel.jpg | bin | 102084 -> 0 bytes | |||
| -rw-r--r-- | _posts/hello.org | 588 | ||||
| -rw-r--r-- | _posts/sitemap.org | 12 | ||||
| -rw-r--r-- | astro.config.mjs | 28 | ||||
| -rw-r--r-- | bun.lock | 808 | ||||
| -rw-r--r-- | images/dog_and_me-min.jpg | bin | 391836 -> 0 bytes | |||
| -rw-r--r-- | images/dog_and_me.jpg | bin | 1095273 -> 0 bytes | |||
| -rw-r--r-- | images/ebi.jpg | bin | 727109 -> 0 bytes | |||
| -rw-r--r-- | images/friends-min.jpg | bin | 935190 -> 0 bytes | |||
| -rw-r--r-- | images/friends.jpg | bin | 2094114 -> 0 bytes | |||
| -rw-r--r-- | images/gardens-min.jpg | bin | 41165 -> 0 bytes | |||
| -rw-r--r-- | images/gardens.jpg | bin | 44843 -> 0 bytes | |||
| -rw-r--r-- | images/portrait-min.jpg | bin | 329679 -> 0 bytes | |||
| -rw-r--r-- | images/portrait.jpg | bin | 2324531 -> 0 bytes | |||
| -rw-r--r-- | images/resume.jpg | bin | 44843 -> 0 bytes | |||
| -rw-r--r-- | index.html | 94 | ||||
| -rw-r--r-- | index.js | 38 | ||||
| -rw-r--r-- | package-lock.json | 5229 | ||||
| -rw-r--r-- | package.json | 17 | ||||
| -rw-r--r-- | posts.css | 58 | ||||
| -rw-r--r-- | posts.html | 54 | ||||
| -rw-r--r-- | posts/post.css | 128 | ||||
| -rw-r--r-- | posts/post.js | 86 | ||||
| -rw-r--r-- | posts/sitemap.html | 41 | ||||
| -rw-r--r-- | public/download/build.js (renamed from download/build.js) | 0 | ||||
| -rw-r--r-- | public/download/cv.pdf (renamed from download/cv.pdf) | bin | 1205212 -> 1205212 bytes | |||
| -rw-r--r-- | public/download/resume_dl.css (renamed from download/resume_dl.css) | 0 | ||||
| -rw-r--r-- | public/download/resume_dl.html (renamed from download/resume_dl.html) | 0 | ||||
| -rw-r--r-- | public/favicon/favicon.ico (renamed from favicon/favicon.ico) | bin | 32038 -> 32038 bytes | |||
| -rw-r--r-- | public/favicon/lemon-114-221230.png (renamed from favicon/lemon-114-221230.png) | bin | 37892 -> 37892 bytes | |||
| -rw-r--r-- | public/favicon/lemon-120-221230.png (renamed from favicon/lemon-120-221230.png) | bin | 43900 -> 43900 bytes | |||
| -rw-r--r-- | public/favicon/lemon-144-221230.png (renamed from favicon/lemon-144-221230.png) | bin | 65024 -> 65024 bytes | |||
| -rw-r--r-- | public/favicon/lemon-152-221230.png (renamed from favicon/lemon-152-221230.png) | bin | 73177 -> 73177 bytes | |||
| -rw-r--r-- | public/favicon/lemon-16-221230.png (renamed from favicon/lemon-16-221230.png) | bin | 835 -> 835 bytes | |||
| -rw-r--r-- | public/favicon/lemon-24-221230.png (renamed from favicon/lemon-24-221230.png) | bin | 1724 -> 1724 bytes | |||
| -rw-r--r-- | public/favicon/lemon-32-221230.png (renamed from favicon/lemon-32-221230.png) | bin | 2927 -> 2927 bytes | |||
| -rw-r--r-- | public/favicon/lemon-48-221230.png (renamed from favicon/lemon-48-221230.png) | bin | 6454 -> 6454 bytes | |||
| -rw-r--r-- | public/favicon/lemon-57-221230.png (renamed from favicon/lemon-57-221230.png) | bin | 9115 -> 9115 bytes | |||
| -rw-r--r-- | public/favicon/lemon-64-221230.png (renamed from favicon/lemon-64-221230.png) | bin | 11772 -> 11772 bytes | |||
| -rw-r--r-- | public/favicon/lemon-72-221230.png (renamed from favicon/lemon-72-221230.png) | bin | 15149 -> 15149 bytes | |||
| -rw-r--r-- | public/favicon/readme.txt (renamed from favicon/readme.txt) | 0 | ||||
| -rw-r--r-- | public/fonts/Iosevka-Regular.ttf (renamed from fonts/Iosevka-Regular.ttf) | bin | 9937672 -> 9937672 bytes | |||
| -rw-r--r-- | public/fonts/Ubuntu-M.ttf (renamed from fonts/Ubuntu-M.ttf) | bin | 1072960 -> 1072960 bytes | |||
| -rw-r--r-- | public/resources/bunny.obj (renamed from themes/resources/bunny.obj) | 0 | ||||
| -rw-r--r-- | public/resources/grass-blade.png (renamed from themes/resources/grass-blade.png) | bin | 314986 -> 314986 bytes | |||
| -rw-r--r-- | public/robots.txt | 4 | ||||
| -rw-r--r-- | publish.el | 81 | ||||
| -rwxr-xr-x | publish.sh | 2 | ||||
| -rwxr-xr-x | resume.html | 314 | ||||
| -rw-r--r-- | resume.js | 12 | ||||
| -rw-r--r-- | robots.txt | 5 | ||||
| -rwxr-xr-x | run_dev.sh | 2 | ||||
| -rw-r--r-- | sitemap.txt | 2 | ||||
| -rw-r--r-- | src/content/config.ts | 12 | ||||
| -rw-r--r-- | src/content/posts/dec_29_2025.md | 61 | ||||
| -rw-r--r-- | src/content/posts/jul_28_2025.md | 17 | ||||
| -rw-r--r-- | src/content/posts/june_08_2025.md | 23 | ||||
| -rw-r--r-- | src/content/posts/may_06_2025.md | 17 | ||||
| -rw-r--r-- | src/content/posts/miracle_plugins.md | 406 | ||||
| -rw-r--r-- | src/fragments/posts/dec_29_2025.html | 91 | ||||
| -rw-r--r-- | src/fragments/posts/hello.html (renamed from posts/hello.html) | 120 | ||||
| -rw-r--r-- | src/fragments/posts/jul_28_2025.html | 24 | ||||
| -rw-r--r-- | src/fragments/posts/june_08_2025.html | 36 | ||||
| -rw-r--r-- | src/fragments/posts/may_06_2025.html | 24 | ||||
| -rw-r--r-- | src/layouts/BaseLayout.astro | 82 | ||||
| -rw-r--r-- | src/layouts/PostLayout.astro | 20 | ||||
| -rw-r--r-- | src/pages/index.astro | 46 | ||||
| -rw-r--r-- | src/pages/posts/[slug].astro | 19 | ||||
| -rw-r--r-- | src/pages/posts/feed.xml.ts | 21 | ||||
| -rw-r--r-- | src/pages/posts/index.astro | 88 | ||||
| -rw-r--r-- | src/pages/resume.astro | 225 | ||||
| -rw-r--r-- | src/styles/index.css (renamed from index.css) | 143 | ||||
| -rw-r--r-- | src/styles/post.css | 129 | ||||
| -rw-r--r--[-rwxr-xr-x] | src/styles/resume.css (renamed from resume.css) | 75 | ||||
| -rw-r--r-- | src/styles/resume.mobile.css (renamed from resume.mobile.css) | 2 | ||||
| -rw-r--r-- | src/styles/sitemap.css | 130 | ||||
| -rw-r--r-- | themes/.gitignore | 15 | ||||
| -rw-r--r-- | themes/Makefile | 44 | ||||
| -rw-r--r-- | themes/README.md | 58 | ||||
| -rw-r--r-- | themes/compile_commands.json | 127 | ||||
| -rwxr-xr-x | themes/compile_commands.sh | 7 | ||||
| -rw-r--r-- | themes/dist/output.js | 1675 | ||||
| -rwxr-xr-x | themes/dist/output.wasm | bin | 157180 -> 106091 bytes | |||
| -rw-r--r-- | themes/emscripten.ini | 14 | ||||
| -rw-r--r-- | themes/meson.build | 130 | ||||
| -rw-r--r-- | themes/src/MainLoop.cpp | 31 | ||||
| -rw-r--r-- | themes/src/Renderer2d.h | 61 | ||||
| -rw-r--r-- | themes/src/WebglContext.cpp | 46 | ||||
| -rw-r--r-- | themes/src/_shaders/grass.frag | 11 | ||||
| -rw-r--r-- | themes/src/_shaders/grass.vert | 25 | ||||
| -rw-r--r-- | themes/src/_shaders/snowflake.frag | 73 | ||||
| -rw-r--r-- | themes/src/_shaders/snowflake.vert | 30 | ||||
| -rw-r--r-- | themes/src/_shaders/sun.frag | 40 | ||||
| -rw-r--r-- | themes/src/_shaders/sun.vert | 27 | ||||
| -rw-r--r-- | themes/src/autumn/autumn_theme.cpp (renamed from themes/src/autumn/AutumnTheme.cpp) | 2 | ||||
| -rw-r--r-- | themes/src/autumn/autumn_theme.hpp (renamed from themes/src/autumn/AutumnTheme.hpp) | 6 | ||||
| -rw-r--r-- | themes/src/autumn/leaf_particle_render.cpp (renamed from themes/src/autumn/LeafParticleRender.cpp) | 6 | ||||
| -rw-r--r-- | themes/src/autumn/leaf_particle_render.h (renamed from themes/src/autumn/LeafParticleRender.h) | 2 | ||||
| -rw-r--r-- | themes/src/autumn/tree_shape.cpp (renamed from themes/src/autumn/TreeShape.cpp) | 2 | ||||
| -rw-r--r-- | themes/src/autumn/tree_shape.h (renamed from themes/src/autumn/TreeShape.h) | 2 | ||||
| -rw-r--r-- | themes/src/list.h | 2 | ||||
| -rw-r--r-- | themes/src/logger.cpp (renamed from themes/src/Logger.cpp) | 2 | ||||
| -rw-r--r-- | themes/src/logger.h (renamed from themes/src/Logger.h) | 0 | ||||
| -rw-r--r-- | themes/src/main.cpp | 174 | ||||
| -rw-r--r-- | themes/src/main_loop.cpp | 37 | ||||
| -rw-r--r-- | themes/src/main_loop.h (renamed from themes/src/MainLoop.h) | 2 | ||||
| -rw-r--r-- | themes/src/renderer_2d.cpp (renamed from themes/src/Renderer2d.cpp) | 6 | ||||
| -rw-r--r-- | themes/src/renderer_2d.h | 59 | ||||
| -rw-r--r-- | themes/src/renderer_3d.cpp (renamed from themes/src/Renderer3d.cpp) | 8 | ||||
| -rw-r--r-- | themes/src/renderer_3d.h (renamed from themes/src/Renderer3d.h) | 0 | ||||
| -rw-r--r-- | themes/src/shader.cpp (renamed from themes/src/Shader.cpp) | 2 | ||||
| -rw-r--r-- | themes/src/shader.h (renamed from themes/src/Shader.h) | 0 | ||||
| -rw-r--r-- | themes/src/shaders/grass_frag.cpp | 14 | ||||
| -rw-r--r-- | themes/src/shaders/grass_frag.h | 4 | ||||
| -rw-r--r-- | themes/src/shaders/grass_vert.cpp | 28 | ||||
| -rw-r--r-- | themes/src/shaders/grass_vert.h | 4 | ||||
| -rw-r--r-- | themes/src/shaders/snowflake_frag.cpp | 76 | ||||
| -rw-r--r-- | themes/src/shaders/snowflake_frag.h | 4 | ||||
| -rw-r--r-- | themes/src/shaders/snowflake_vert.cpp | 33 | ||||
| -rw-r--r-- | themes/src/shaders/snowflake_vert.h | 4 | ||||
| -rw-r--r-- | themes/src/shaders/sun_frag.cpp | 40 | ||||
| -rw-r--r-- | themes/src/shaders/sun_vert.cpp | 27 | ||||
| -rw-r--r-- | themes/src/shapes_2d.cpp | 2 | ||||
| -rw-r--r-- | themes/src/shapes_2d.h | 2 | ||||
| -rw-r--r-- | themes/src/spring/GrassRenderer.cpp | 29 | ||||
| -rw-r--r-- | themes/src/spring/GrassRenderer.hpp | 33 | ||||
| -rw-r--r-- | themes/src/spring/SpringTheme.cpp | 208 | ||||
| -rw-r--r-- | themes/src/spring/SpringTheme.hpp | 45 | ||||
| -rw-r--r-- | themes/src/spring/grass_renderer.cpp | 138 | ||||
| -rw-r--r-- | themes/src/spring/grass_renderer.hpp | 63 | ||||
| -rw-r--r-- | themes/src/spring/spring_theme.cpp | 247 | ||||
| -rw-r--r-- | themes/src/spring/spring_theme.hpp | 51 | ||||
| -rw-r--r-- | themes/src/summer/summer_theme.cpp (renamed from themes/src/summer/SummerTheme.cpp) | 12 | ||||
| -rw-r--r-- | themes/src/summer/summer_theme.h (renamed from themes/src/summer/SummerTheme.h) | 4 | ||||
| -rw-r--r-- | themes/src/webgl_context.cpp | 46 | ||||
| -rw-r--r-- | themes/src/webgl_context.h (renamed from themes/src/WebglContext.h) | 0 | ||||
| -rw-r--r-- | themes/src/winter/Snowflake.cpp | 189 | ||||
| -rw-r--r-- | themes/src/winter/snowflake.cpp | 185 | ||||
| -rw-r--r-- | themes/src/winter/snowflake.h (renamed from themes/src/winter/Snowflake.h) | 35 | ||||
| -rw-r--r-- | themes/src/winter/windfield.cpp (renamed from themes/src/winter/Windfield.cpp) | 2 | ||||
| -rw-r--r-- | themes/src/winter/windfield.hpp (renamed from themes/src/winter/Windfield.hpp) | 0 | ||||
| -rw-r--r-- | themes/src/winter/winter_theme.cpp (renamed from themes/src/winter/WinterTheme.cpp) | 4 | ||||
| -rw-r--r-- | themes/src/winter/winter_theme.hpp (renamed from themes/src/winter/WinterTheme.hpp) | 4 | ||||
| -rwxr-xr-x | upload.sh | 2 |
154 files changed, 10562 insertions, 3436 deletions
diff --git a/.astro/collections/posts.schema.json b/.astro/collections/posts.schema.json new file mode 100644 index 0000000..edf6842 --- /dev/null +++ b/.astro/collections/posts.schema.json @@ -0,0 +1,32 @@ +{ + "$ref": "#/definitions/posts", + "definitions": { + "posts": { + "type": "object", + "properties": { + "title": { + "type": "string" + }, + "date": { + "type": "string" + }, + "tags": { + "type": "array", + "items": { + "type": "string" + } + }, + "$schema": { + "type": "string" + } + }, + "required": [ + "title", + "date", + "tags" + ], + "additionalProperties": false + } + }, + "$schema": "http://json-schema.org/draft-07/schema#" +}
\ No newline at end of file diff --git a/.astro/content-assets.mjs b/.astro/content-assets.mjs new file mode 100644 index 0000000..2b8b823 --- /dev/null +++ b/.astro/content-assets.mjs @@ -0,0 +1 @@ +export default new Map();
\ No newline at end of file diff --git a/.astro/content-modules.mjs b/.astro/content-modules.mjs new file mode 100644 index 0000000..2b8b823 --- /dev/null +++ b/.astro/content-modules.mjs @@ -0,0 +1 @@ +export default new Map();
\ No newline at end of file diff --git a/.astro/content.d.ts b/.astro/content.d.ts new file mode 100644 index 0000000..cccfa96 --- /dev/null +++ b/.astro/content.d.ts @@ -0,0 +1,209 @@ +declare module 'astro:content' { + export interface RenderResult { + Content: import('astro/runtime/server/index.js').AstroComponentFactory; + headings: import('astro').MarkdownHeading[]; + remarkPluginFrontmatter: Record<string, any>; + } + interface Render { + '.md': Promise<RenderResult>; + } + + export interface RenderedContent { + html: string; + metadata?: { + imagePaths: Array<string>; + [key: string]: unknown; + }; + } +} + +declare module 'astro:content' { + type Flatten<T> = T extends { [K: string]: infer U } ? U : never; + + export type CollectionKey = keyof AnyEntryMap; + export type CollectionEntry<C extends CollectionKey> = Flatten<AnyEntryMap[C]>; + + export type ContentCollectionKey = keyof ContentEntryMap; + export type DataCollectionKey = keyof DataEntryMap; + + type AllValuesOf<T> = T extends any ? T[keyof T] : never; + type ValidContentEntrySlug<C extends keyof ContentEntryMap> = AllValuesOf< + ContentEntryMap[C] + >['slug']; + + export type ReferenceDataEntry< + C extends CollectionKey, + E extends keyof DataEntryMap[C] = string, + > = { + collection: C; + id: E; + }; + export type ReferenceContentEntry< + C extends keyof ContentEntryMap, + E extends ValidContentEntrySlug<C> | (string & {}) = string, + > = { + collection: C; + slug: E; + }; + export type ReferenceLiveEntry<C extends keyof LiveContentConfig['collections']> = { + collection: C; + id: string; + }; + + /** @deprecated Use `getEntry` instead. */ + export function getEntryBySlug< + C extends keyof ContentEntryMap, + E extends ValidContentEntrySlug<C> | (string & {}), + >( + collection: C, + // Note that this has to accept a regular string too, for SSR + entrySlug: E, + ): E extends ValidContentEntrySlug<C> + ? Promise<CollectionEntry<C>> + : Promise<CollectionEntry<C> | undefined>; + + /** @deprecated Use `getEntry` instead. */ + export function getDataEntryById<C extends keyof DataEntryMap, E extends keyof DataEntryMap[C]>( + collection: C, + entryId: E, + ): Promise<CollectionEntry<C>>; + + export function getCollection<C extends keyof AnyEntryMap, E extends CollectionEntry<C>>( + collection: C, + filter?: (entry: CollectionEntry<C>) => entry is E, + ): Promise<E[]>; + export function getCollection<C extends keyof AnyEntryMap>( + collection: C, + filter?: (entry: CollectionEntry<C>) => unknown, + ): Promise<CollectionEntry<C>[]>; + + export function getLiveCollection<C extends keyof LiveContentConfig['collections']>( + collection: C, + filter?: LiveLoaderCollectionFilterType<C>, + ): Promise< + import('astro').LiveDataCollectionResult<LiveLoaderDataType<C>, LiveLoaderErrorType<C>> + >; + + export function getEntry< + C extends keyof ContentEntryMap, + E extends ValidContentEntrySlug<C> | (string & {}), + >( + entry: ReferenceContentEntry<C, E>, + ): E extends ValidContentEntrySlug<C> + ? Promise<CollectionEntry<C>> + : Promise<CollectionEntry<C> | undefined>; + export function getEntry< + C extends keyof DataEntryMap, + E extends keyof DataEntryMap[C] | (string & {}), + >( + entry: ReferenceDataEntry<C, E>, + ): E extends keyof DataEntryMap[C] + ? Promise<DataEntryMap[C][E]> + : Promise<CollectionEntry<C> | undefined>; + export function getEntry< + C extends keyof ContentEntryMap, + E extends ValidContentEntrySlug<C> | (string & {}), + >( + collection: C, + slug: E, + ): E extends ValidContentEntrySlug<C> + ? Promise<CollectionEntry<C>> + : Promise<CollectionEntry<C> | undefined>; + export function getEntry< + C extends keyof DataEntryMap, + E extends keyof DataEntryMap[C] | (string & {}), + >( + collection: C, + id: E, + ): E extends keyof DataEntryMap[C] + ? string extends keyof DataEntryMap[C] + ? Promise<DataEntryMap[C][E]> | undefined + : Promise<DataEntryMap[C][E]> + : Promise<CollectionEntry<C> | undefined>; + export function getLiveEntry<C extends keyof LiveContentConfig['collections']>( + collection: C, + filter: string | LiveLoaderEntryFilterType<C>, + ): Promise<import('astro').LiveDataEntryResult<LiveLoaderDataType<C>, LiveLoaderErrorType<C>>>; + + /** Resolve an array of entry references from the same collection */ + export function getEntries<C extends keyof ContentEntryMap>( + entries: ReferenceContentEntry<C, ValidContentEntrySlug<C>>[], + ): Promise<CollectionEntry<C>[]>; + export function getEntries<C extends keyof DataEntryMap>( + entries: ReferenceDataEntry<C, keyof DataEntryMap[C]>[], + ): Promise<CollectionEntry<C>[]>; + + export function render<C extends keyof AnyEntryMap>( + entry: AnyEntryMap[C][string], + ): Promise<RenderResult>; + + export function reference<C extends keyof AnyEntryMap>( + collection: C, + ): import('astro/zod').ZodEffects< + import('astro/zod').ZodString, + C extends keyof ContentEntryMap + ? ReferenceContentEntry<C, ValidContentEntrySlug<C>> + : ReferenceDataEntry<C, keyof DataEntryMap[C]> + >; + // Allow generic `string` to avoid excessive type errors in the config + // if `dev` is not running to update as you edit. + // Invalid collection names will be caught at build time. + export function reference<C extends string>( + collection: C, + ): import('astro/zod').ZodEffects<import('astro/zod').ZodString, never>; + + type ReturnTypeOrOriginal<T> = T extends (...args: any[]) => infer R ? R : T; + type InferEntrySchema<C extends keyof AnyEntryMap> = import('astro/zod').infer< + ReturnTypeOrOriginal<Required<ContentConfig['collections'][C]>['schema']> + >; + + type ContentEntryMap = { + + }; + + type DataEntryMap = { + "posts": Record<string, { + id: string; + render(): Render[".md"]; + slug: string; + body: string; + collection: "posts"; + data: InferEntrySchema<"posts">; + rendered?: RenderedContent; + filePath?: string; +}>; + + }; + + type AnyEntryMap = ContentEntryMap & DataEntryMap; + + type ExtractLoaderTypes<T> = T extends import('astro/loaders').LiveLoader< + infer TData, + infer TEntryFilter, + infer TCollectionFilter, + infer TError + > + ? { data: TData; entryFilter: TEntryFilter; collectionFilter: TCollectionFilter; error: TError } + : { data: never; entryFilter: never; collectionFilter: never; error: never }; + type ExtractDataType<T> = ExtractLoaderTypes<T>['data']; + type ExtractEntryFilterType<T> = ExtractLoaderTypes<T>['entryFilter']; + type ExtractCollectionFilterType<T> = ExtractLoaderTypes<T>['collectionFilter']; + type ExtractErrorType<T> = ExtractLoaderTypes<T>['error']; + + type LiveLoaderDataType<C extends keyof LiveContentConfig['collections']> = + LiveContentConfig['collections'][C]['schema'] extends undefined + ? ExtractDataType<LiveContentConfig['collections'][C]['loader']> + : import('astro/zod').infer< + Exclude<LiveContentConfig['collections'][C]['schema'], undefined> + >; + type LiveLoaderEntryFilterType<C extends keyof LiveContentConfig['collections']> = + ExtractEntryFilterType<LiveContentConfig['collections'][C]['loader']>; + type LiveLoaderCollectionFilterType<C extends keyof LiveContentConfig['collections']> = + ExtractCollectionFilterType<LiveContentConfig['collections'][C]['loader']>; + type LiveLoaderErrorType<C extends keyof LiveContentConfig['collections']> = ExtractErrorType< + LiveContentConfig['collections'][C]['loader'] + >; + + export type ContentConfig = typeof import("../src/content/config.js"); + export type LiveContentConfig = never; +} diff --git a/.astro/data-store.json b/.astro/data-store.json new file mode 100644 index 0000000..c719d93 --- /dev/null +++ b/.astro/data-store.json @@ -0,0 +1 @@ +[["Map",1,2,9,10],"meta::meta",["Map",3,4,5,6,7,8],"astro-version","5.18.1","content-config-digest","43a771c3b74a5605","astro-config-digest","{\"root\":{},\"srcDir\":{},\"publicDir\":{},\"outDir\":{},\"cacheDir\":{},\"site\":\"https://matthewkosarek.xyz\",\"compressHTML\":true,\"base\":\"/\",\"trailingSlash\":\"ignore\",\"output\":\"static\",\"scopedStyleStrategy\":\"attribute\",\"build\":{\"format\":\"directory\",\"client\":{},\"server\":{},\"assets\":\"_astro\",\"serverEntry\":\"entry.mjs\",\"redirects\":true,\"inlineStylesheets\":\"auto\",\"concurrency\":1},\"server\":{\"open\":false,\"host\":false,\"port\":4321,\"streaming\":true,\"allowedHosts\":[]},\"redirects\":{},\"image\":{\"endpoint\":{\"route\":\"/_image\"},\"service\":{\"entrypoint\":\"astro/assets/services/sharp\",\"config\":{}},\"domains\":[],\"remotePatterns\":[],\"responsiveStyles\":false},\"devToolbar\":{\"enabled\":true},\"markdown\":{\"syntaxHighlight\":{\"type\":\"shiki\",\"excludeLangs\":[\"math\"]},\"shikiConfig\":{\"langs\":[],\"langAlias\":{},\"theme\":\"github-dark\",\"themes\":{\"light\":\"github-light\",\"dark\":\"dracula\"},\"defaultColor\":false,\"wrap\":false,\"transformers\":[]},\"remarkPlugins\":[],\"rehypePlugins\":[null,[null,{\"behavior\":\"prepend\",\"properties\":{\"class\":\"heading-anchor\",\"ariaHidden\":\"true\",\"tabIndex\":-1},\"content\":{\"type\":\"text\",\"value\":\"#\"}}]],\"remarkRehype\":{},\"gfm\":true,\"smartypants\":true},\"security\":{\"checkOrigin\":true,\"allowedDomains\":[],\"actionBodySizeLimit\":1048576},\"env\":{\"schema\":{},\"validateSecrets\":false},\"experimental\":{\"clientPrerender\":false,\"contentIntellisense\":false,\"headingIdCompat\":false,\"preserveScriptOrder\":false,\"liveContentCollections\":false,\"csp\":false,\"staticImportMetaEnv\":false,\"chromeDevtoolsWorkspace\":false,\"failOnPrerenderConflict\":false,\"svgo\":false},\"legacy\":{\"collections\":false}}","posts",["Map",11,12,35,36,55,56,102,103,122,123],"may_06_2025",{"id":11,"data":13,"body":18,"filePath":19,"digest":20,"rendered":21,"legacyId":34},{"title":14,"date":15,"tags":16},"Update May 06, 2025","2025-05-06",[17],"update","## What have I been up to?\n\nI've been meaning to do these little blog-post type updates for a while, and I figured now is as good a time as any. So let's start :)\n\nIn the world of miracle-wm, I've been hard at work writing a new settings application for the compositor called [miracle-settings](https://github.com/miracle-wm-org/miracle-settings). While the application is written in Flutter, the logic behind the application is entirely implemented in `libmiracle-wm-config.so`, a new library that will ship with miracle as part of `v0.6.0`. If Flutter isn't your cup of tea, you should be able to implement your own settings app for miracle in the language/toolkit of your choice by simply binding to the C (or C++!) API.\n\nI also implemented [wlr-output-management](https://wayland.app/protocols/wlr-output-management-unstable-v1) in miracle and changed how we do display configuration in a big way. The display configuration will now always be loaded from `$HOME/.config/miracle-wm/display.yaml`. Users should now be able to use apps like [wdisplays](https://github.com/artizirk/wdisplays) to change the output configuration at runtime, which is pretty cool!\n\nOn the Mir project, I've been working on accessibility features (e.g. magnification) in addition to exposing some facilities for compositor authors to write end-to-end tests for Mir-based compositors. These new testing facilities should help us write tests in miracle in a big way.\n\nAlso - my cat who ate a sewing needle last year has turned two! 🐱","src/content/posts/may_06_2025.md","83f373d568b44b68",{"html":22,"metadata":23},"\u003Ch2 id=\"what-have-i-been-up-to\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#what-have-i-been-up-to\">#\u003C/a>What have I been up to?\u003C/h2>\n\u003Cp>I’ve been meaning to do these little blog-post type updates for a while, and I figured now is as good a time as any. So let’s start :)\u003C/p>\n\u003Cp>In the world of miracle-wm, I’ve been hard at work writing a new settings application for the compositor called \u003Ca href=\"https://github.com/miracle-wm-org/miracle-settings\">miracle-settings\u003C/a>. While the application is written in Flutter, the logic behind the application is entirely implemented in \u003Ccode>libmiracle-wm-config.so\u003C/code>, a new library that will ship with miracle as part of \u003Ccode>v0.6.0\u003C/code>. If Flutter isn’t your cup of tea, you should be able to implement your own settings app for miracle in the language/toolkit of your choice by simply binding to the C (or C++!) API.\u003C/p>\n\u003Cp>I also implemented \u003Ca href=\"https://wayland.app/protocols/wlr-output-management-unstable-v1\">wlr-output-management\u003C/a> in miracle and changed how we do display configuration in a big way. The display configuration will now always be loaded from \u003Ccode>$HOME/.config/miracle-wm/display.yaml\u003C/code>. Users should now be able to use apps like \u003Ca href=\"https://github.com/artizirk/wdisplays\">wdisplays\u003C/a> to change the output configuration at runtime, which is pretty cool!\u003C/p>\n\u003Cp>On the Mir project, I’ve been working on accessibility features (e.g. magnification) in addition to exposing some facilities for compositor authors to write end-to-end tests for Mir-based compositors. These new testing facilities should help us write tests in miracle in a big way.\u003C/p>\n\u003Cp>Also - my cat who ate a sewing needle last year has turned two! 🐱\u003C/p>",{"headings":24,"localImagePaths":29,"remoteImagePaths":30,"frontmatter":31,"imagePaths":33},[25],{"depth":26,"slug":27,"text":28},2,"what-have-i-been-up-to","#What have I been up to?",[],[],{"title":14,"date":15,"tags":32},[17],[],"may_06_2025.md","jul_28_2025",{"id":35,"data":37,"body":41,"filePath":42,"digest":43,"rendered":44,"legacyId":54},{"title":38,"date":39,"tags":40},"Update July 28, 2025","2025-07-28",[17],"## What have I been up to?\n\nWhoops! I missed this month's update by a *long* shot, but I still want to get it out there before the end of the month.\n\nThis month was busy busy. I released [v0.6.0 of miracle-wm](https://github.com/miracle-wm-org/miracle-wm/releases/tag/v0.6.0) which adds a bunch of new features, go and check it out if you haven't already! I am nearly finished with the sway/i3 IPC support and have big plans to wrap that up before the middle of August. There really isn't much more to go on that front so I might as well close that chapter. On top of that, the more interesting features of miracle that I have planned (e.g. some built-in shell integrations) are motivating me to wrap up the boring parts first.\n\nAside from miracle, I've continued to land a bunch of things in Mir recently around accessibility. The magnifier work is finally done, so go check that out if you use that feature in your day-to-day! I also did a *ton of work* to fix screenshooting on rotated displays. We were ignoring [wl_surface::set_buffer_transform](https://wayland.app/protocols/wayland#wl_surface:request:set_buffer_transform) in a big way. Now that we're not doing that, your screenshots should look perfect every time!\n\nLast but not least, the team has been making waves implementing multi-window in the Flutter toolkit. That's some really interesting and exciting work, so stay tuned for that if you're a Flutter developer!\n\nThat's all I got! I will make another post shortly, maybe once miracle v0.7.0 is out. Have a great rest of your summer/winter 🪐","src/content/posts/jul_28_2025.md","eb7072bb3c1eff0c",{"html":45,"metadata":46},"\u003Ch2 id=\"what-have-i-been-up-to\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#what-have-i-been-up-to\">#\u003C/a>What have I been up to?\u003C/h2>\n\u003Cp>Whoops! I missed this month’s update by a \u003Cem>long\u003C/em> shot, but I still want to get it out there before the end of the month.\u003C/p>\n\u003Cp>This month was busy busy. I released \u003Ca href=\"https://github.com/miracle-wm-org/miracle-wm/releases/tag/v0.6.0\">v0.6.0 of miracle-wm\u003C/a> which adds a bunch of new features, go and check it out if you haven’t already! I am nearly finished with the sway/i3 IPC support and have big plans to wrap that up before the middle of August. There really isn’t much more to go on that front so I might as well close that chapter. On top of that, the more interesting features of miracle that I have planned (e.g. some built-in shell integrations) are motivating me to wrap up the boring parts first.\u003C/p>\n\u003Cp>Aside from miracle, I’ve continued to land a bunch of things in Mir recently around accessibility. The magnifier work is finally done, so go check that out if you use that feature in your day-to-day! I also did a \u003Cem>ton of work\u003C/em> to fix screenshooting on rotated displays. We were ignoring \u003Ca href=\"https://wayland.app/protocols/wayland#wl_surface:request:set_buffer_transform\">wl_surface::set_buffer_transform\u003C/a> in a big way. Now that we’re not doing that, your screenshots should look perfect every time!\u003C/p>\n\u003Cp>Last but not least, the team has been making waves implementing multi-window in the Flutter toolkit. That’s some really interesting and exciting work, so stay tuned for that if you’re a Flutter developer!\u003C/p>\n\u003Cp>That’s all I got! I will make another post shortly, maybe once miracle v0.7.0 is out. Have a great rest of your summer/winter 🪐\u003C/p>",{"headings":47,"localImagePaths":49,"remoteImagePaths":50,"frontmatter":51,"imagePaths":53},[48],{"depth":26,"slug":27,"text":28},[],[],{"title":38,"date":39,"tags":52},[17],[],"jul_28_2025.md","miracle_plugins",{"id":55,"data":57,"body":64,"filePath":65,"digest":66,"rendered":67,"legacyId":101},{"title":58,"date":59,"tags":60},"Creating a WebAssembly Plugin System for Window Management (and beyond) in Miracle","2026-03-24",[61,62,63],"tech","wayland","miracle","Nothing quite makes you feel like you're using an exciting technology like a\nplugin system. In fact, I would argue that this is one of the greatest draws of\nthe web today, at least from a business perspective.\nBrowsers provide a sandbox that runs JavaScript, HTML, CSS, and more. Developers\nbuild apps using these technologies that the browser downloads and\nexecutes safely. The entire program is delivered to the end-user on demand\nwithin the confines of the browser.\n\nExtensibility is a large part of what makes the modern web useful for businesses\nand tinkerers alike. In my opinion, it is also a large part of what makes\nsoftware exciting in general, as it provides a point of entry for hobbyists to\ncraft a system to their liking.\n\n## The State of Pluggable Window Management in Wayland\n\nEver since the transition from X11 to Wayland, the Linux desktop has lost the\nability to make window management pluggable. Different\nwindow managers and desktops have explored ways of accomplishing this, each with pros and\ncons. Hyprland has a [plugin system](https://hypr.land/plugins/) that\ndynamically loads and executes `.so` files. GNOME has an [extension\nsystem](https://extensions.gnome.org/)\nwhere users write extensions in JavaScript. River has introduced a [new\nWayland protocol](https://isaacfreund.com/blog/river-window-management/) for\nwindow management. Lots of ideas are floating around, but this is definitely\na place that is still being explored 🔭.\n\nIn my opinion, the ideal version of pluggable window management in Wayland would have\nthe following properties:\n\n- **Lightweight runtime**: running plugins does not slow down the system\n- **Secure**: plugins are only provided with the minimal amount of information that\n they need to do something useful\n- **Synchronous**: async makes everything harder\n- **Thread safe**: having to reason about thread safety makes everything hard\n- **Language agnostic**: being tied to some weird scripting language makes everyone sad\n- **Window manager agnostic**: it would be nice if the plugin worked across compositors\n\nWithout going into too much detail, each of the solutions mentioned previously\nmakes some tradeoff between these considerations. You can read more\nabout what I view as the pros and cons of each solution [below](#ps-survey-of-other-approaches).\n\n## Miracle's WebAssembly Plugin System\n\nMiracle's new plugin system is based on \u003Cu>WebAssembly\u003C/u>. WebAssembly is\na lightweight, bytecode language that can be embedded in multiple contexts.\nWhile it began in the web, it is truly an agnostic runtime that has utility\neverywhere from embedded devices, to browsers, and now desktops.\n\nBy using WebAssembly, we've created a plugin environment that very nearly meets\nall of the criteria of my ideal plugin environment, minus the \"window manager\nagnostic\" property. As I said previously, every solution will have some tradeoff 😅.\n\nHere's how it all works. Miracle runs a WebAssembly bytecode engine inside of it\n(we're using [WasmEdge](https://wasmedge.org/) specifically). At runtime, Miracle loads the\nplugins (`.wasm` files) that were specified by the user. Miracle then looks for\nspecial function signatures exposed by the WebAssembly bytecode and calls them\nat the appropriate times. While running, the plugin may access information about Miracle\nvia thread-safe methods that Miracle explicitly exposes to the plugin. Additionally,\nplugins can use [WASI](https://wasi.dev/) to access standard services from the\nhost. In this way, plugins run confined in the WebAssembly bytecode engine with\njust the level of access that they require. And because WebAssembly is just\nbytecode, the host can execute and run it with near-native speed.\n\nPlugin authors can write plugins for Miracle in any language that\nsupports WebAssembly as a compilation target. The Miracle project will support an idiomatic\nRust crate for writing plugins for Miracle, which you can find\nhere: https://docs.miracle-wm.org/miracle_plugin/ 🦀. This crate abstracts away\nthe tricky communication-layer between Miracle and the WebAssembly plugin. If plugin\nauthors wish to write a plugin in another language, they can use the Rust implementation\nas a reference.\n\nThe plugin interface has a pleasant design. Whenever an event happens on a\nMiracle object, the plugin is prompted to take some action on an event. For example, here\nis a handful of events that the plugin can handle:\n\n- Placing, resizing, or transforming a window\n- Focusing a window\n- Requesting a workspace\n- Handling a keyboard input event\n- Handling a pointer input event\n- Handling an animation update (window opening, window closing, window\n moving, workspace switching, etc.)\n- and more!\n\nIf the plugin does not want to handle the event, they can simply not do so and let\nMiracle (or the next plugin) handle it instead.\n\nPlugins will also be notified when an event happens, such as:\n\n- Window focused\n- Window unfocused\n- Window deleted\n- Workspace created\n- Workspace focused\n- Workspace deleted\n- and more!\n\nThe plugin need not respond to any of these events, but they could take some action if they choose\nto. For example, a plugin may focus a window on the appropriate workspace when the workspace changes.\n\nIf you're interested in checking out an example usage of this API,\nthe best thus far is my [niri](https://github.com/niri-wm/niri) clone, aptly\nnamed [miri](https://github.com/miracle-wm-org/miri-plugin). While this is in no\nway a full Niri clone (yet!), it demonstrates the core semantics of the API, and\njust how easy it is to use. Here is a little snippet of the window\nmanagement that goes on in Miri, with a bunch of details commented out:\n\n```rust\n// ...\n\nimpl Plugin for Miri {\n fn place_new_window(&mut self, info: &WindowInfo) -> Option\u003CPlacement> {\n if info.window_type != WindowType::Normal && info.window_type != WindowType::Freestyle {\n return None;\n }\n\n if info.state == WindowState::Attached {\n return None;\n }\n\n // ... commented out implementation details...\n\n Some(Placement::Freestyle(FreestylePlacement {\n top_left: Point::new(rect.x, rect.y),\n depth_layer: DepthLayer::Application,\n workspace: None,\n size: Size::new(rect.width, rect.height),\n transform: Mat4::IDENTITY,\n alpha: 1.0,\n movable: false,\n resizable: false,\n }))\n }\n\n fn window_deleted(&mut self, info: &WindowInfo) {\n // .. remove the window and scroll to a new window if its in focus ...\n }\n\n fn window_focused(&mut self, info: &WindowInfo) {\n // ... scroll the new window into focus ...\n }\n\n fn workspace_created(&mut self, workspace: &Workspace) {\n // ... set the workspace up with empty data ...\n }\n\n fn workspace_removed(&mut self, workspace: &Workspace) {\n // ... re-home windows on that workspace ...\n }\n\n fn workspace_focused(&mut self, _previous_id: Option\u003Cu64>, current: &Workspace) {\n // ... see if we should focus another window ...\n }\n\n fn workspace_area_changed(&mut self, workspace: &Workspace) {\n // ... change the size of existing windows ...\n }\n\n fn handle_keyboard_input(&mut self, event: KeyboardEvent) -> bool {\n // ... handle Niri-specific keyboard inputs ...\n }\n\n // ... and much more...!\n}\n\n```\n\nMiri will continue to be developed over the coming months 😄.\n\nBut Miracle doesn't just offer window management via its plugin system.\nOne of the things that I always dislike about window managers is that I have to\nconfigure them using some clunky file format. This format is good up to a point,\nbut it soon happens that my configuration is quite complex. What I _really_ want\nin this situation is a \u003Cu>real\u003C/u> programming language. So that's just what I\nadded to Miracle! Instead of configuring your window manager in YAML, you can\nnow configure it in Rust 🦀. Here is a real example from my [dotfiles](https://github.com/mattkae/dotfiles/blob/master/config/miracle-wm/matts-config/src/lib.rs):\n\n```rust\nimpl Plugin for MyPlugin {\n fn configure(&mut self) -> Option\u003CConfiguration> {\n let mut config: Configuration = Configuration::default();\n\n config.primary_modifier = Some(miracle_plugin::Modifier::Meta);\n\n let mut custom_actions: Vec\u003CCustomKeyAction> = vec![];\n custom_actions.push(CustomKeyAction {\n action: miracle_plugin::BindingAction::Down,\n key: Key(\"d\".to_string()),\n modifiers: vec![Modifier::Primary],\n command: \"wofi --show=drun\".to_string(),\n });\n custom_actions.push(CustomKeyAction {\n action: miracle_plugin::BindingAction::Down,\n key: Key(\"S\".to_string()),\n modifiers: vec![Modifier::Primary],\n command: \"grimshot copy area\".to_string(),\n });\n custom_actions.push(CustomKeyAction {\n action: miracle_plugin::BindingAction::Down,\n key: Key(\"L\".to_string()),\n modifiers: vec![Modifier::Primary],\n command: \"swaylock\".to_string(),\n });\n custom_actions.push(CustomKeyAction {\n action: miracle_plugin::BindingAction::Down,\n key: Key(\"XF86AudioLowerVolume\".to_string()),\n modifiers: vec![],\n command: \"pamixer -d 10\".to_string(),\n });\n custom_actions.push(CustomKeyAction {\n action: miracle_plugin::BindingAction::Down,\n key: Key(\"XF86AudioRaiseVolume\".to_string()),\n modifiers: vec![],\n command: \"pamixer -i 10\".to_string(),\n });\n custom_actions.push(CustomKeyAction {\n action: miracle_plugin::BindingAction::Down,\n key: Key(\"XF86AudioMute\".to_string()),\n modifiers: vec![],\n command: \"pamixer -t\".to_string(),\n });\n custom_actions.push(CustomKeyAction {\n action: miracle_plugin::BindingAction::Down,\n key: Key(\"XF86MonBrightnessDown\".to_string()),\n modifiers: vec![],\n command: \"brightnessctl s 100-\".to_string(),\n });\n custom_actions.push(CustomKeyAction {\n action: miracle_plugin::BindingAction::Down,\n key: Key(\"XF86MonBrightnessUp\".to_string()),\n modifiers: vec![],\n command: \"brightnessctl s +100\".to_string(),\n });\n custom_actions.push(CustomKeyAction {\n action: miracle_plugin::BindingAction::Down,\n key: Key(\"E\".to_string()),\n modifiers: vec![Modifier::Primary],\n command: \"wlogout --protocol layer-shell\".to_string(),\n });\n custom_actions.push(CustomKeyAction {\n action: miracle_plugin::BindingAction::Down,\n key: Key(\"M\".to_string()),\n modifiers: vec![Modifier::Primary],\n command: \"miraclemsg workspace music\".to_string(),\n });\n\n config.custom_key_actions = Some(custom_actions);\n config.inner_gaps = Some(Gaps { x: 16, y: 16 });\n config.outer_gaps = Some(Gaps { x: 8, y: 8 });\n\n let mut startup_apps: Vec\u003CStartupApp> = vec![];\n startup_apps.push(StartupApp {\n command: \"waybar\".to_string(),\n restart_on_death: false,\n no_startup_id: false,\n should_halt_compositor_on_death: false,\n in_systemd_scope: false,\n });\n startup_apps.push(StartupApp {\n command: \"~/.local/bin/launch-swaybg.sh\".to_string(),\n restart_on_death: false,\n no_startup_id: false,\n should_halt_compositor_on_death: false,\n in_systemd_scope: false,\n });\n startup_apps.push(StartupApp {\n command: \"swaync\".to_string(),\n restart_on_death: false,\n no_startup_id: false,\n should_halt_compositor_on_death: false,\n in_systemd_scope: false,\n });\n config.startup_apps = Some(startup_apps);\n\n config.terminal = Some(\"kitty\".to_string());\n\n config.resize_jump = Some(50);\n config.border = Some(BorderConfig {\n size: 2,\n radius: 4.0,\n color: \"0xbd93f9ff\".to_string(),\n focus_color: \"0x50fa7bff\".to_string(),\n });\n\n Some(config)\n }\n}\n```\n\nI love using a real programming language to configure. It makes me happy.\n\nAll this being said, I think that the WebAssembly solution provides a solid\nmiddleground for all of my ideals:\n\n- ✅ **Lightweight runtime**: WebAssembly is lightweight by design\n- ✅ **Secure**: plugins are given only what they need from Miracle over the interface\n- ✅ **Synchronous**: Miracle directly calls the plugin functions when it needs to\n- ✅ **Thread safe**: Miracle guarantees thread-safe execution\n- ✅ **Language agnostic**: WebAssembly is a compilation target for many languages (especially Rust)\n- ⛔ **Window manager agnostic**: this is super-duper Miracle specific\n\nI am excited about the work that is being done in this area right now, especially\nRiver's implementation. Perhaps one day I will implement it myself in Miracle, but\nI plan to focus mostly on Miracle's WASM plugin system in the near future.\n\n## What's next?\n\nThe plugin system will be released in Miracle 0.9.0, which should be published later this week.\nMiri will receive an official version afterward. I am excited to see what you all\nbuild with the new API. I will be around to offer support for the plugins that you build\non the [matrix channel](https://matrix.to/#/#miracle-wm:matrix.org).\n\nAs you may be well aware, window management is only half the part of the desktop\nstory. The other part is the \u003Cu>shell\u003C/u>, which includes bars,\nlaunchers, and a whole bunch of other stuff. My idea for this is to let Wayland clients\nspeak with plugins over the `MIRACLESOCK` (i.e. `SWAYSOCK`)\nthat Mir already exposes to clients like `waybar`. In this way, the window manager\nwill be able to tell clients about events so that the shell can update accordingly.\nThis bit is yet to be designed yet.\n\nMiracle is turning into so much more than just the tiling window manager that I originally\ndesigned it to be. The plugin system is a culmination of a lot of my thinking over the past\ncouple years, and I am very excited to get it into people's hands. Happy coding!\n\n## Resources\n\n- https://github.com/miracle-wm-org/miracle-wm - miracle-wm\n- https://docs.miracle-wm.org/miracle_plugin/ - Miracle's plugin API\n- https://github.com/miracle-wm-org/miri-plugin - Miri plugin for Miracle\n- https://github.com/mattkae/dotfiles - My dotfiles with my custom plugin\n\n## P.S.: Survey of Other Approaches\n\nBelow are my thoughts weighing the pros and cons of existing solutions.\nConsidering each of them guided much of my thinking as a designed Miracle's\nsystem, so it is worthwhile noting them here. I still think that River's\nsolution is the best of the existing bunch, if only for its interest in being\ncross-compositor.\n\n### Dynamically Loading Shared Libraries\n\nThis approach has been taken by Hyprland.\n\n**Pros**:\n\n- Lightweight runtime\\*: the plugin code runs the same as the native code.\n- _Maximal control_: the plugin can do whatever is allowed on the system,\n including drawing complex graphics, reaching out to the internet, and more.\n- _Common interface_: plugins are presumably programmed against the same\n interface as the rest of the program\n\n**Cons**:\n\n- _Security_: you must trust the plugin author as much as you trust the author\n of the host program\n- _Language Lock-In_: plugins must typically use the language supported by the\n API, although it is feasible for other bindings to be written on top of this.\n\n### Scripting Language\n\nThis approach is common to GNOME and KDE, and is usually accomplished with\nJavaScript, Lua, or some other scripting language embedded in the desktop.\n\n**Pros**:\n\n- _Security_: theoretically, the JavaScript can be sandboxed such that it has\n minimal access ot the rest of the program.\n- _Ease of use_: the general audience typically has a lot of exposure to\n JavaScript and othe scripting languages, making it easy\n\n**Cons**:\n\n- _Language Lock-In_: it is typically infeasible to author plugins in a language\n that is not provided by the host program, unless you're willing to do a LOT of work.\n- _Heavy Runtime_: the host must ship an entire interpreter and runtime for the\n given scripting language inside of it.\n\n### Wayland Protocol\n\nThis is the approach recently suggested by the River project, which I find very\ninteresting.\n\n**Pros**:\n\n- _Window Manager Agnostic_: any window manager can implement the protocol,\n making it a true global solution.\n- _Language Agnostic_: Wayland clients can be written in any language, meaning\n that window manager can too!\n- _Security_: the window manager client has the same permissions as any othe\n client running on the system, while remaining outside of the priveleged\n compositor, who knows about things like input events, PIDs, etc.\n- _Medium control_: the compositor can access most of what it is interested in,\n minus the secret bits\n\n**Cons**:\n\n- _Async_: the Wayland protocol is asynchronous by nature, making frame-perfect\n management difficult (although the author of River is doing a great job here).\n\nI actually think this is the best solution of the bunch thus far.","src/content/posts/miracle_plugins.md","fa66532eb2153a58",{"html":68,"metadata":69},"\u003Cp>Nothing quite makes you feel like you’re using an exciting technology like a\nplugin system. In fact, I would argue that this is one of the greatest draws of\nthe web today, at least from a business perspective.\nBrowsers provide a sandbox that runs JavaScript, HTML, CSS, and more. Developers\nbuild apps using these technologies that the browser downloads and\nexecutes safely. The entire program is delivered to the end-user on demand\nwithin the confines of the browser.\u003C/p>\n\u003Cp>Extensibility is a large part of what makes the modern web useful for businesses\nand tinkerers alike. In my opinion, it is also a large part of what makes\nsoftware exciting in general, as it provides a point of entry for hobbyists to\ncraft a system to their liking.\u003C/p>\n\u003Ch2 id=\"the-state-of-pluggable-window-management-in-wayland\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#the-state-of-pluggable-window-management-in-wayland\">#\u003C/a>The State of Pluggable Window Management in Wayland\u003C/h2>\n\u003Cp>Ever since the transition from X11 to Wayland, the Linux desktop has lost the\nability to make window management pluggable. Different\nwindow managers and desktops have explored ways of accomplishing this, each with pros and\ncons. Hyprland has a \u003Ca href=\"https://hypr.land/plugins/\">plugin system\u003C/a> that\ndynamically loads and executes \u003Ccode>.so\u003C/code> files. GNOME has an \u003Ca href=\"https://extensions.gnome.org/\">extension\nsystem\u003C/a>\nwhere users write extensions in JavaScript. River has introduced a \u003Ca href=\"https://isaacfreund.com/blog/river-window-management/\">new\nWayland protocol\u003C/a> for\nwindow management. Lots of ideas are floating around, but this is definitely\na place that is still being explored 🔭.\u003C/p>\n\u003Cp>In my opinion, the ideal version of pluggable window management in Wayland would have\nthe following properties:\u003C/p>\n\u003Cul>\n\u003Cli>\u003Cstrong>Lightweight runtime\u003C/strong>: running plugins does not slow down the system\u003C/li>\n\u003Cli>\u003Cstrong>Secure\u003C/strong>: plugins are only provided with the minimal amount of information that\nthey need to do something useful\u003C/li>\n\u003Cli>\u003Cstrong>Synchronous\u003C/strong>: async makes everything harder\u003C/li>\n\u003Cli>\u003Cstrong>Thread safe\u003C/strong>: having to reason about thread safety makes everything hard\u003C/li>\n\u003Cli>\u003Cstrong>Language agnostic\u003C/strong>: being tied to some weird scripting language makes everyone sad\u003C/li>\n\u003Cli>\u003Cstrong>Window manager agnostic\u003C/strong>: it would be nice if the plugin worked across compositors\u003C/li>\n\u003C/ul>\n\u003Cp>Without going into too much detail, each of the solutions mentioned previously\nmakes some tradeoff between these considerations. You can read more\nabout what I view as the pros and cons of each solution \u003Ca href=\"#ps-survey-of-other-approaches\">below\u003C/a>.\u003C/p>\n\u003Ch2 id=\"miracles-webassembly-plugin-system\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#miracles-webassembly-plugin-system\">#\u003C/a>Miracle’s WebAssembly Plugin System\u003C/h2>\n\u003Cp>Miracle’s new plugin system is based on \u003Cu>WebAssembly\u003C/u>. WebAssembly is\na lightweight, bytecode language that can be embedded in multiple contexts.\nWhile it began in the web, it is truly an agnostic runtime that has utility\neverywhere from embedded devices, to browsers, and now desktops.\u003C/p>\n\u003Cp>By using WebAssembly, we’ve created a plugin environment that very nearly meets\nall of the criteria of my ideal plugin environment, minus the “window manager\nagnostic” property. As I said previously, every solution will have some tradeoff 😅.\u003C/p>\n\u003Cp>Here’s how it all works. Miracle runs a WebAssembly bytecode engine inside of it\n(we’re using \u003Ca href=\"https://wasmedge.org/\">WasmEdge\u003C/a> specifically). At runtime, Miracle loads the\nplugins (\u003Ccode>.wasm\u003C/code> files) that were specified by the user. Miracle then looks for\nspecial function signatures exposed by the WebAssembly bytecode and calls them\nat the appropriate times. While running, the plugin may access information about Miracle\nvia thread-safe methods that Miracle explicitly exposes to the plugin. Additionally,\nplugins can use \u003Ca href=\"https://wasi.dev/\">WASI\u003C/a> to access standard services from the\nhost. In this way, plugins run confined in the WebAssembly bytecode engine with\njust the level of access that they require. And because WebAssembly is just\nbytecode, the host can execute and run it with near-native speed.\u003C/p>\n\u003Cp>Plugin authors can write plugins for Miracle in any language that\nsupports WebAssembly as a compilation target. The Miracle project will support an idiomatic\nRust crate for writing plugins for Miracle, which you can find\nhere: \u003Ca href=\"https://docs.miracle-wm.org/miracle_plugin/\">https://docs.miracle-wm.org/miracle_plugin/\u003C/a> 🦀. This crate abstracts away\nthe tricky communication-layer between Miracle and the WebAssembly plugin. If plugin\nauthors wish to write a plugin in another language, they can use the Rust implementation\nas a reference.\u003C/p>\n\u003Cp>The plugin interface has a pleasant design. Whenever an event happens on a\nMiracle object, the plugin is prompted to take some action on an event. For example, here\nis a handful of events that the plugin can handle:\u003C/p>\n\u003Cul>\n\u003Cli>Placing, resizing, or transforming a window\u003C/li>\n\u003Cli>Focusing a window\u003C/li>\n\u003Cli>Requesting a workspace\u003C/li>\n\u003Cli>Handling a keyboard input event\u003C/li>\n\u003Cli>Handling a pointer input event\u003C/li>\n\u003Cli>Handling an animation update (window opening, window closing, window\nmoving, workspace switching, etc.)\u003C/li>\n\u003Cli>and more!\u003C/li>\n\u003C/ul>\n\u003Cp>If the plugin does not want to handle the event, they can simply not do so and let\nMiracle (or the next plugin) handle it instead.\u003C/p>\n\u003Cp>Plugins will also be notified when an event happens, such as:\u003C/p>\n\u003Cul>\n\u003Cli>Window focused\u003C/li>\n\u003Cli>Window unfocused\u003C/li>\n\u003Cli>Window deleted\u003C/li>\n\u003Cli>Workspace created\u003C/li>\n\u003Cli>Workspace focused\u003C/li>\n\u003Cli>Workspace deleted\u003C/li>\n\u003Cli>and more!\u003C/li>\n\u003C/ul>\n\u003Cp>The plugin need not respond to any of these events, but they could take some action if they choose\nto. For example, a plugin may focus a window on the appropriate workspace when the workspace changes.\u003C/p>\n\u003Cp>If you’re interested in checking out an example usage of this API,\nthe best thus far is my \u003Ca href=\"https://github.com/niri-wm/niri\">niri\u003C/a> clone, aptly\nnamed \u003Ca href=\"https://github.com/miracle-wm-org/miri-plugin\">miri\u003C/a>. While this is in no\nway a full Niri clone (yet!), it demonstrates the core semantics of the API, and\njust how easy it is to use. Here is a little snippet of the window\nmanagement that goes on in Miri, with a bunch of details commented out:\u003C/p>\n\u003Cpre class=\"astro-code astro-code-themes github-light dracula\" style=\"--shiki-light:#24292e;--shiki-dark:#F8F8F2;--shiki-light-bg:#fff;--shiki-dark-bg:#282A36; overflow-x: auto;\" tabindex=\"0\" data-language=\"rust\">\u003Ccode>\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6A737D;--shiki-dark:#6272A4\">// ...\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">impl\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> for\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Miri\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> fn\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> place_new_window\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">&mut\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-light-font-style:inherit;--shiki-dark:#BD93F9;--shiki-dark-font-style:italic\"> self\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">, info\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> &\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">WindowInfo\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">) \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">->\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Option\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"><\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Placement\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> if\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> info\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">window_type \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">!=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> WindowType\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Normal\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> &&\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> info\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">window_type \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">!=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> WindowType\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Freestyle\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> return\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> None\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">;\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> if\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> info\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">state \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">==\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> WindowState\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Attached\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> return\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> None\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">;\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6A737D;--shiki-dark:#6272A4\"> // ... commented out implementation details...\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Some\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Placement\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">Freestyle\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">FreestylePlacement\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> top_left\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> Point\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">new\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(rect\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">x, rect\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">y),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> depth_layer\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> DepthLayer\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Application\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> workspace\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> None\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> size\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> Size\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">new\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(rect\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">width, rect\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">height),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> transform\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> Mat4\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\">IDENTITY\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> alpha\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> 1.0\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> movable\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> resizable\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }))\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> fn\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> window_deleted\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">&mut\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-light-font-style:inherit;--shiki-dark:#BD93F9;--shiki-dark-font-style:italic\"> self\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">, info\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> &\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">WindowInfo\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">) {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6A737D;--shiki-dark:#6272A4\"> // .. remove the window and scroll to a new window if its in focus ...\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> fn\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> window_focused\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">&mut\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-light-font-style:inherit;--shiki-dark:#BD93F9;--shiki-dark-font-style:italic\"> self\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">, info\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> &\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">WindowInfo\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">) {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6A737D;--shiki-dark:#6272A4\"> // ... scroll the new window into focus ...\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> fn\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> workspace_created\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">&mut\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-light-font-style:inherit;--shiki-dark:#BD93F9;--shiki-dark-font-style:italic\"> self\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">, workspace\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> &\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Workspace\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">) {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6A737D;--shiki-dark:#6272A4\"> // ... set the workspace up with empty data ...\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> fn\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> workspace_removed\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">&mut\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-light-font-style:inherit;--shiki-dark:#BD93F9;--shiki-dark-font-style:italic\"> self\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">, workspace\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> &\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Workspace\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">) {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6A737D;--shiki-dark:#6272A4\"> // ... re-home windows on that workspace ...\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> fn\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> workspace_focused\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">&mut\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-light-font-style:inherit;--shiki-dark:#BD93F9;--shiki-dark-font-style:italic\"> self\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">, _previous_id\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Option\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"><\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">u64\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">>, current\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> &\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Workspace\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">) {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6A737D;--shiki-dark:#6272A4\"> // ... see if we should focus another window ...\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> fn\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> workspace_area_changed\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">&mut\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-light-font-style:inherit;--shiki-dark:#BD93F9;--shiki-dark-font-style:italic\"> self\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">, workspace\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> &\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Workspace\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">) {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6A737D;--shiki-dark:#6272A4\"> // ... change the size of existing windows ...\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> fn\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> handle_keyboard_input\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">&mut\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-light-font-style:inherit;--shiki-dark:#BD93F9;--shiki-dark-font-style:italic\"> self\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">, event\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> KeyboardEvent\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">) \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">->\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> bool\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6A737D;--shiki-dark:#6272A4\"> // ... handle Niri-specific keyboard inputs ...\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6A737D;--shiki-dark:#6272A4\"> // ... and much more...!\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">}\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\u003C/code>\u003C/pre>\n\u003Cp>Miri will continue to be developed over the coming months 😄.\u003C/p>\n\u003Cp>But Miracle doesn’t just offer window management via its plugin system.\nOne of the things that I always dislike about window managers is that I have to\nconfigure them using some clunky file format. This format is good up to a point,\nbut it soon happens that my configuration is quite complex. What I \u003Cem>really\u003C/em> want\nin this situation is a \u003Cu>real\u003C/u> programming language. So that’s just what I\nadded to Miracle! Instead of configuring your window manager in YAML, you can\nnow configure it in Rust 🦀. Here is a real example from my \u003Ca href=\"https://github.com/mattkae/dotfiles/blob/master/config/miracle-wm/matts-config/src/lib.rs\">dotfiles\u003C/a>:\u003C/p>\n\u003Cpre class=\"astro-code astro-code-themes github-light dracula\" style=\"--shiki-light:#24292e;--shiki-dark:#F8F8F2;--shiki-light-bg:#fff;--shiki-dark-bg:#282A36; overflow-x: auto;\" tabindex=\"0\" data-language=\"rust\">\u003Ccode>\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">impl\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> for\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> MyPlugin\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> fn\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> configure\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">&mut\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-light-font-style:inherit;--shiki-dark:#BD93F9;--shiki-dark-font-style:italic\"> self\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">) \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">->\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Option\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"><\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Configuration\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> let\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> mut\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> config\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Configuration\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> =\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Configuration\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">default\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">();\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> config\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">primary_modifier \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Some\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">miracle_plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Modifier\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Meta\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">);\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> let\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> mut\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> custom_actions\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Vec\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"><\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">CustomKeyAction\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">> \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[];\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> custom_actions\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">CustomKeyAction\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> action\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> miracle_plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">BindingAction\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Down\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> key\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> Key\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\">\"d\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">()),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> modifiers\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">Modifier\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Primary\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"wofi --show=drun\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> custom_actions\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">CustomKeyAction\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> action\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> miracle_plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">BindingAction\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Down\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> key\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> Key\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\">\"S\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">()),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> modifiers\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">Modifier\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Primary\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"grimshot copy area\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> custom_actions\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">CustomKeyAction\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> action\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> miracle_plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">BindingAction\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Down\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> key\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> Key\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\">\"L\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">()),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> modifiers\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">Modifier\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Primary\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"swaylock\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> custom_actions\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">CustomKeyAction\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> action\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> miracle_plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">BindingAction\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Down\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> key\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> Key\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\">\"XF86AudioLowerVolume\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">()),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> modifiers\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"pamixer -d 10\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> custom_actions\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">CustomKeyAction\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> action\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> miracle_plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">BindingAction\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Down\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> key\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> Key\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\">\"XF86AudioRaiseVolume\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">()),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> modifiers\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"pamixer -i 10\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> custom_actions\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">CustomKeyAction\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> action\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> miracle_plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">BindingAction\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Down\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> key\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> Key\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\">\"XF86AudioMute\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">()),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> modifiers\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"pamixer -t\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> custom_actions\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">CustomKeyAction\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> action\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> miracle_plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">BindingAction\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Down\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> key\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> Key\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\">\"XF86MonBrightnessDown\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">()),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> modifiers\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"brightnessctl s 100-\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> custom_actions\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">CustomKeyAction\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> action\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> miracle_plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">BindingAction\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Down\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> key\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> Key\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\">\"XF86MonBrightnessUp\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">()),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> modifiers\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"brightnessctl s +100\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> custom_actions\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">CustomKeyAction\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> action\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> miracle_plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">BindingAction\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Down\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> key\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> Key\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\">\"E\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">()),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> modifiers\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">Modifier\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Primary\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"wlogout --protocol layer-shell\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> custom_actions\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">CustomKeyAction\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> action\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\"> miracle_plugin\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">BindingAction\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Down\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> key\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> Key\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\">\"M\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">()),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> modifiers\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#F8F8F2\">Modifier\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">::\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Primary\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"miraclemsg workspace music\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> config\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">custom_key_actions \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Some\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(custom_actions);\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> config\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">inner_gaps \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Some\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Gaps\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> { x\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> 16\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">, y\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> 16\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> config\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">outer_gaps \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Some\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">Gaps\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> { x\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> 8\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">, y\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> 8\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> let\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> mut\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> startup_apps\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Vec\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"><\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">StartupApp\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">> \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> vec!\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">[];\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> startup_apps\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">StartupApp\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"waybar\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> restart_on_death\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> no_startup_id\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> should_halt_compositor_on_death\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> in_systemd_scope\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> startup_apps\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">StartupApp\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"~/.local/bin/launch-swaybg.sh\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> restart_on_death\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> no_startup_id\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> should_halt_compositor_on_death\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> in_systemd_scope\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> startup_apps\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">push\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">StartupApp\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> command\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"swaync\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> restart_on_death\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> no_startup_id\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> should_halt_compositor_on_death\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> in_systemd_scope\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> false\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> config\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">startup_apps \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Some\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(startup_apps);\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> config\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">terminal \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Some\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\">\"kitty\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">());\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> config\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">resize_jump \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Some\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\">50\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">);\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> config\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">border \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Some\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\">BorderConfig\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> size\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> 2\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> radius\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> 4.0\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> color\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"0xbd93f9ff\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> focus_color\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"0x50fa7bff\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\">to_string\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(),\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> });\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> Some\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(config)\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">}\u003C/span>\u003C/span>\u003C/code>\u003C/pre>\n\u003Cp>I love using a real programming language to configure. It makes me happy.\u003C/p>\n\u003Cp>All this being said, I think that the WebAssembly solution provides a solid\nmiddleground for all of my ideals:\u003C/p>\n\u003Cul>\n\u003Cli>✅ \u003Cstrong>Lightweight runtime\u003C/strong>: WebAssembly is lightweight by design\u003C/li>\n\u003Cli>✅ \u003Cstrong>Secure\u003C/strong>: plugins are given only what they need from Miracle over the interface\u003C/li>\n\u003Cli>✅ \u003Cstrong>Synchronous\u003C/strong>: Miracle directly calls the plugin functions when it needs to\u003C/li>\n\u003Cli>✅ \u003Cstrong>Thread safe\u003C/strong>: Miracle guarantees thread-safe execution\u003C/li>\n\u003Cli>✅ \u003Cstrong>Language agnostic\u003C/strong>: WebAssembly is a compilation target for many languages (especially Rust)\u003C/li>\n\u003Cli>⛔ \u003Cstrong>Window manager agnostic\u003C/strong>: this is super-duper Miracle specific\u003C/li>\n\u003C/ul>\n\u003Cp>I am excited about the work that is being done in this area right now, especially\nRiver’s implementation. Perhaps one day I will implement it myself in Miracle, but\nI plan to focus mostly on Miracle’s WASM plugin system in the near future.\u003C/p>\n\u003Ch2 id=\"whats-next\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#whats-next\">#\u003C/a>What’s next?\u003C/h2>\n\u003Cp>The plugin system will be released in Miracle 0.9.0, which should be published later this week.\nMiri will receive an official version afterward. I am excited to see what you all\nbuild with the new API. I will be around to offer support for the plugins that you build\non the \u003Ca href=\"https://matrix.to/#/#miracle-wm:matrix.org\">matrix channel\u003C/a>.\u003C/p>\n\u003Cp>As you may be well aware, window management is only half the part of the desktop\nstory. The other part is the \u003Cu>shell\u003C/u>, which includes bars,\nlaunchers, and a whole bunch of other stuff. My idea for this is to let Wayland clients\nspeak with plugins over the \u003Ccode>MIRACLESOCK\u003C/code> (i.e. \u003Ccode>SWAYSOCK\u003C/code>)\nthat Mir already exposes to clients like \u003Ccode>waybar\u003C/code>. In this way, the window manager\nwill be able to tell clients about events so that the shell can update accordingly.\nThis bit is yet to be designed yet.\u003C/p>\n\u003Cp>Miracle is turning into so much more than just the tiling window manager that I originally\ndesigned it to be. The plugin system is a culmination of a lot of my thinking over the past\ncouple years, and I am very excited to get it into people’s hands. Happy coding!\u003C/p>\n\u003Ch2 id=\"resources\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#resources\">#\u003C/a>Resources\u003C/h2>\n\u003Cul>\n\u003Cli>\u003Ca href=\"https://github.com/miracle-wm-org/miracle-wm\">https://github.com/miracle-wm-org/miracle-wm\u003C/a> - miracle-wm\u003C/li>\n\u003Cli>\u003Ca href=\"https://docs.miracle-wm.org/miracle_plugin/\">https://docs.miracle-wm.org/miracle_plugin/\u003C/a> - Miracle’s plugin API\u003C/li>\n\u003Cli>\u003Ca href=\"https://github.com/miracle-wm-org/miri-plugin\">https://github.com/miracle-wm-org/miri-plugin\u003C/a> - Miri plugin for Miracle\u003C/li>\n\u003Cli>\u003Ca href=\"https://github.com/mattkae/dotfiles\">https://github.com/mattkae/dotfiles\u003C/a> - My dotfiles with my custom plugin\u003C/li>\n\u003C/ul>\n\u003Ch2 id=\"ps-survey-of-other-approaches\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#ps-survey-of-other-approaches\">#\u003C/a>P.S.: Survey of Other Approaches\u003C/h2>\n\u003Cp>Below are my thoughts weighing the pros and cons of existing solutions.\nConsidering each of them guided much of my thinking as a designed Miracle’s\nsystem, so it is worthwhile noting them here. I still think that River’s\nsolution is the best of the existing bunch, if only for its interest in being\ncross-compositor.\u003C/p>\n\u003Ch3 id=\"dynamically-loading-shared-libraries\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#dynamically-loading-shared-libraries\">#\u003C/a>Dynamically Loading Shared Libraries\u003C/h3>\n\u003Cp>This approach has been taken by Hyprland.\u003C/p>\n\u003Cp>\u003Cstrong>Pros\u003C/strong>:\u003C/p>\n\u003Cul>\n\u003Cli>Lightweight runtime*: the plugin code runs the same as the native code.\u003C/li>\n\u003Cli>\u003Cem>Maximal control\u003C/em>: the plugin can do whatever is allowed on the system,\nincluding drawing complex graphics, reaching out to the internet, and more.\u003C/li>\n\u003Cli>\u003Cem>Common interface\u003C/em>: plugins are presumably programmed against the same\ninterface as the rest of the program\u003C/li>\n\u003C/ul>\n\u003Cp>\u003Cstrong>Cons\u003C/strong>:\u003C/p>\n\u003Cul>\n\u003Cli>\u003Cem>Security\u003C/em>: you must trust the plugin author as much as you trust the author\nof the host program\u003C/li>\n\u003Cli>\u003Cem>Language Lock-In\u003C/em>: plugins must typically use the language supported by the\nAPI, although it is feasible for other bindings to be written on top of this.\u003C/li>\n\u003C/ul>\n\u003Ch3 id=\"scripting-language\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#scripting-language\">#\u003C/a>Scripting Language\u003C/h3>\n\u003Cp>This approach is common to GNOME and KDE, and is usually accomplished with\nJavaScript, Lua, or some other scripting language embedded in the desktop.\u003C/p>\n\u003Cp>\u003Cstrong>Pros\u003C/strong>:\u003C/p>\n\u003Cul>\n\u003Cli>\u003Cem>Security\u003C/em>: theoretically, the JavaScript can be sandboxed such that it has\nminimal access ot the rest of the program.\u003C/li>\n\u003Cli>\u003Cem>Ease of use\u003C/em>: the general audience typically has a lot of exposure to\nJavaScript and othe scripting languages, making it easy\u003C/li>\n\u003C/ul>\n\u003Cp>\u003Cstrong>Cons\u003C/strong>:\u003C/p>\n\u003Cul>\n\u003Cli>\u003Cem>Language Lock-In\u003C/em>: it is typically infeasible to author plugins in a language\nthat is not provided by the host program, unless you’re willing to do a LOT of work.\u003C/li>\n\u003Cli>\u003Cem>Heavy Runtime\u003C/em>: the host must ship an entire interpreter and runtime for the\ngiven scripting language inside of it.\u003C/li>\n\u003C/ul>\n\u003Ch3 id=\"wayland-protocol\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#wayland-protocol\">#\u003C/a>Wayland Protocol\u003C/h3>\n\u003Cp>This is the approach recently suggested by the River project, which I find very\ninteresting.\u003C/p>\n\u003Cp>\u003Cstrong>Pros\u003C/strong>:\u003C/p>\n\u003Cul>\n\u003Cli>\u003Cem>Window Manager Agnostic\u003C/em>: any window manager can implement the protocol,\nmaking it a true global solution.\u003C/li>\n\u003Cli>\u003Cem>Language Agnostic\u003C/em>: Wayland clients can be written in any language, meaning\nthat window manager can too!\u003C/li>\n\u003Cli>\u003Cem>Security\u003C/em>: the window manager client has the same permissions as any othe\nclient running on the system, while remaining outside of the priveleged\ncompositor, who knows about things like input events, PIDs, etc.\u003C/li>\n\u003Cli>\u003Cem>Medium control\u003C/em>: the compositor can access most of what it is interested in,\nminus the secret bits\u003C/li>\n\u003C/ul>\n\u003Cp>\u003Cstrong>Cons\u003C/strong>:\u003C/p>\n\u003Cul>\n\u003Cli>\u003Cem>Async\u003C/em>: the Wayland protocol is asynchronous by nature, making frame-perfect\nmanagement difficult (although the author of River is doing a great job here).\u003C/li>\n\u003C/ul>\n\u003Cp>I actually think this is the best solution of the bunch thus far.\u003C/p>",{"headings":70,"localImagePaths":96,"remoteImagePaths":97,"frontmatter":98,"imagePaths":100},[71,74,77,80,83,86,90,93],{"depth":26,"slug":72,"text":73},"the-state-of-pluggable-window-management-in-wayland","#The State of Pluggable Window Management in Wayland",{"depth":26,"slug":75,"text":76},"miracles-webassembly-plugin-system","#Miracle’s WebAssembly Plugin System",{"depth":26,"slug":78,"text":79},"whats-next","#What’s next?",{"depth":26,"slug":81,"text":82},"resources","#Resources",{"depth":26,"slug":84,"text":85},"ps-survey-of-other-approaches","#P.S.: Survey of Other Approaches",{"depth":87,"slug":88,"text":89},3,"dynamically-loading-shared-libraries","#Dynamically Loading Shared Libraries",{"depth":87,"slug":91,"text":92},"scripting-language","#Scripting Language",{"depth":87,"slug":94,"text":95},"wayland-protocol","#Wayland Protocol",[],[],{"title":58,"date":59,"tags":99},[61,62,63],[],"miracle_plugins.md","june_08_2025",{"id":102,"data":104,"body":108,"filePath":109,"digest":110,"rendered":111,"legacyId":121},{"title":105,"date":106,"tags":107},"Update June 08, 2025","2025-06-08",[17],"## What have I been up to?\n\nAnother month has gone by, so I guess it's time to see what I've been up to.\n\nCanonical hosted our company's sprint in Frankfurt, Germany during the month of May. It was a very productive time for the whole team. I always enjoy seeing everyone in person, talking through big issues face-to-face, and exploring a new city. I also got to spend some time in Zurich, Switzerland before the sprint began. Zurich is pretty awesome 🏔️!\n\nIn miracle-wm, I have been going down quite the rabbit-hole 🐇! What began as a plan to fix the remaining warnings in the source code has snowballed into me implementing the rest of the IPC mechanism and testing the entire thing. This has been no small feat, as both sway and i3 implement a *lot* of different commands, and a failure to implement any one of them often leads to half-broken clients. I've had to make some \"executive\" decisions to ignore parts of the protocol that I deem irrelevant now (especially many of the X-specific bits), but it is a mostly compatible implementation. The good news is that I've nearly completed this journey and should be ready to release version `0.6.0` some time in the middle of June.\n\nMiracle is getting closer-and-closer to my vision of it every day. The only problem right now is finding the bandwidth to implement everything that I have in my head :)\n\nOn the Mir side of things, I am still implementing the magnifier glass accessibility feature from before, but with a much-improved technical direction that we arrived at during our time in Frankfurt. Unfortunately, this required a quick detour to properly implement the `overlay_cursor` flag of [zwlr_screencopy_manager_v1::capture_output_region](https://wayland.app/protocols/wlr-screencopy-unstable-v1#zwlr_screencopy_manager_v1:request:capture_output:arg:overlay_cursor), as both screencopy and magnification rely on this same code path. The good news is that I'm quite close on this and it should be landing in full any day now 🤞\n\nI also fixed [this very breaking bug](https://github.com/canonical/mir/pull/3968) that was actively preventing miracle from rendering on my second monitor, so that's good.\n\nIn addition to these two projects, I am also reinvolving myself in the Flutter multi-window work. For those who don't know, we're trying to make it so that the Flutter toolkit can render to multiple surfaces. This is no small feat, as Flutter was originally written with the assumption that only a single \"view\" would ever be drawn to. However we've managed to make some great progress on it thus far, and we're very excited to land the first pull request imminently with the help of the folks over at Google!\n\nI hope you're having a great and productive summer 😎","src/content/posts/june_08_2025.md","50d5a26d5c525d33",{"html":112,"metadata":113},"\u003Ch2 id=\"what-have-i-been-up-to\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#what-have-i-been-up-to\">#\u003C/a>What have I been up to?\u003C/h2>\n\u003Cp>Another month has gone by, so I guess it’s time to see what I’ve been up to.\u003C/p>\n\u003Cp>Canonical hosted our company’s sprint in Frankfurt, Germany during the month of May. It was a very productive time for the whole team. I always enjoy seeing everyone in person, talking through big issues face-to-face, and exploring a new city. I also got to spend some time in Zurich, Switzerland before the sprint began. Zurich is pretty awesome 🏔️!\u003C/p>\n\u003Cp>In miracle-wm, I have been going down quite the rabbit-hole 🐇! What began as a plan to fix the remaining warnings in the source code has snowballed into me implementing the rest of the IPC mechanism and testing the entire thing. This has been no small feat, as both sway and i3 implement a \u003Cem>lot\u003C/em> of different commands, and a failure to implement any one of them often leads to half-broken clients. I’ve had to make some “executive” decisions to ignore parts of the protocol that I deem irrelevant now (especially many of the X-specific bits), but it is a mostly compatible implementation. The good news is that I’ve nearly completed this journey and should be ready to release version \u003Ccode>0.6.0\u003C/code> some time in the middle of June.\u003C/p>\n\u003Cp>Miracle is getting closer-and-closer to my vision of it every day. The only problem right now is finding the bandwidth to implement everything that I have in my head :)\u003C/p>\n\u003Cp>On the Mir side of things, I am still implementing the magnifier glass accessibility feature from before, but with a much-improved technical direction that we arrived at during our time in Frankfurt. Unfortunately, this required a quick detour to properly implement the \u003Ccode>overlay_cursor\u003C/code> flag of \u003Ca href=\"https://wayland.app/protocols/wlr-screencopy-unstable-v1#zwlr_screencopy_manager_v1:request:capture_output:arg:overlay_cursor\">zwlr_screencopy_manager_v1::capture_output_region\u003C/a>, as both screencopy and magnification rely on this same code path. The good news is that I’m quite close on this and it should be landing in full any day now 🤞\u003C/p>\n\u003Cp>I also fixed \u003Ca href=\"https://github.com/canonical/mir/pull/3968\">this very breaking bug\u003C/a> that was actively preventing miracle from rendering on my second monitor, so that’s good.\u003C/p>\n\u003Cp>In addition to these two projects, I am also reinvolving myself in the Flutter multi-window work. For those who don’t know, we’re trying to make it so that the Flutter toolkit can render to multiple surfaces. This is no small feat, as Flutter was originally written with the assumption that only a single “view” would ever be drawn to. However we’ve managed to make some great progress on it thus far, and we’re very excited to land the first pull request imminently with the help of the folks over at Google!\u003C/p>\n\u003Cp>I hope you’re having a great and productive summer 😎\u003C/p>",{"headings":114,"localImagePaths":116,"remoteImagePaths":117,"frontmatter":118,"imagePaths":120},[115],{"depth":26,"slug":27,"text":28},[],[],{"title":105,"date":106,"tags":119},[17],[],"june_08_2025.md","dec_29_2025",{"id":122,"data":124,"body":128,"filePath":129,"digest":130,"rendered":131,"legacyId":147},{"title":125,"date":126,"tags":127},"Update December 29, 2025","2025-12-29",[17],"## What have I been up to?\n\n2025 has been one busy year for me! I feel as though I've been working on a dozen things at once and have spent much of my working (and personal) days productively. Miracle finally feels like it's getting somewhere fast, the Flutter multi-window work is landing at a solid pace, and Mir is feeling like a truly solid option for Wayland compositor development. I will refrain from speaking too much on the Flutter and Mir work in this post, as those are best left in the hands of Canonical.\n\n## Miracle Update\n\nMiracle has come a long way this past year. I now feel entirely confident using it as my daily driver, minus a few hiccups that I encounter in-between releases. A lot of great things are cooking for 2026 too.\n\nOne of the major upcoming features in Miracle is a **plugin system**. Having a plugin system in Miracle will empower 3rd party authors to extend the compositor in ways that I haven't currently imagined while also providing me with the flexibility to iterate quickly on designs. Many compositors already have plugin systems. For example, GNOME does this via JavaScript and Hyprland does this by dynamically loading shared libraries at runtime (note: this is my understanding as of writing this). Both of these solutions are reasonable, but they come with a few downsides.\n\nThe \"true\" scripting language solution comes with the overhead of shipping a complicated interpreter inside of the compositor. In addition to this, plugin developers are forced to use a particular language, perhaps one that they are unfamiliar with. While you get increased programming flexibility from using a scripting language, you have to balance this with the introduced complexity of that language.\n\nThe shared library approach also has its downsides. While dynamically loading a shared library at runtime is lightweight, it prevents users of the compositor from safely running plugins unless they first trust the plugin author. The shared library will be running inside of the same process as your very privileged compositor. This increases the attack surface to an extent that I would feel uncomfortable shipping to users.\n\nFor these reasons, I decided that Miracle plugins will be written in **WebAssembly** with the help of [WasmEdge](https://wasmedge.org). The benefits of this approach are:\n\n1. WebAssembly runs in a lightweight bytecode engine\n2. Many languages can compile down to WebAssembly (Rust will have first-class support to start)\n3. WebAssembly plugins will only be able to access APIs that we provide (reducing the requirement of \"trusting\" the plugin author)\n\nThe WebAssembly modules will implement certain functions by signature. Miracle will search for a particular signature in the module. If that signature is found, Miracle will delegate the function call defined by that signature to the WebAssembly module instead of Miracle's internal implementation. In this way, the WASM plugin will only have the data that it needs to perform an action. It is perfectly isolated from the rest of the process while also running quickly in the bytecode engine. Here is an example of an animation plugin that will linearly fade in a window:\n\n```rust\n#[unsafe(no_mangle)]\npub extern \"C\" fn animate(\n data: MiracleAnimationFrameData,\n) -> MiracleAnimationFrameResult {\n\n let progress = data.runtime_seconds / data.duration_seconds;\n let opacity = data.opacity_start + (data.opacity_end - data.opacity_start) * progress;\n MiracleAnimationFrameResult {\n completed: 0,\n has_area: 1,\n area: [data.destination[0], data.destination[1], data.destination[2], data.destination[3]],\n has_transform: 0,\n transform: [0.0; 16],\n has_opacity: 1,\n opacity,\n }\n}\n```\n\nWhile this is still in a prototype phase, the types defined here will be provided by a Rust crate in the future. The system should be very easy to use from Rust.\n\nIn parallel with this work, I have been working on improving the **shell authoring** experience in Miracle. The beginning of this has been the initial [implementation of a background on floating containers](https://github.com/miracle-wm-org/miracle-wm/pull/745), but work is proceeding to things like built-in context menus, workspace overview modes, and much more. The idea is to have simple, built-in versions for many shell components while allowing users to provide their own custom clients for each shell element. To this end, I have been working on [miracle.dart](https://github.com/miracle-wm-org/miracle.dart), which is a Dart API that should enable users to easily interact with Miracle in Flutter and provide Flutter apps as shell elements. This API is still in early stages, however.\n\nAt the same time, I have been working on improving the **floating window management** in Miracle. Miracle should be a competent floating window manager for those who need it.\n\nv0.9.0 of Miracle will probably be a long time in the making. My estimate is that early spring will see it released. However, it should be the penultimate release before I am ready to make v1.0.0 the first, official stable release. And who knows - maybe we'll even have a shell to go along with it!\n\n## Conclusion\n\n2025 has been a whirlwind of a year, and I'm sure that 2026 won't slow down at all for me. A lot of the long term projects that I've been working on are finally coming together, and I feel as though I am on the cusp of making software that I'm truly proud of. On top of that, I am engaged! What a time to be alive :) I hope you all have a lovely New Year with your friends, family, cats, dogs, and everything else.\n\nKeep on making great stuff ✌️","src/content/posts/dec_29_2025.md","038649b01aa2629d",{"html":132,"metadata":133},"\u003Ch2 id=\"what-have-i-been-up-to\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#what-have-i-been-up-to\">#\u003C/a>What have I been up to?\u003C/h2>\n\u003Cp>2025 has been one busy year for me! I feel as though I’ve been working on a dozen things at once and have spent much of my working (and personal) days productively. Miracle finally feels like it’s getting somewhere fast, the Flutter multi-window work is landing at a solid pace, and Mir is feeling like a truly solid option for Wayland compositor development. I will refrain from speaking too much on the Flutter and Mir work in this post, as those are best left in the hands of Canonical.\u003C/p>\n\u003Ch2 id=\"miracle-update\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#miracle-update\">#\u003C/a>Miracle Update\u003C/h2>\n\u003Cp>Miracle has come a long way this past year. I now feel entirely confident using it as my daily driver, minus a few hiccups that I encounter in-between releases. A lot of great things are cooking for 2026 too.\u003C/p>\n\u003Cp>One of the major upcoming features in Miracle is a \u003Cstrong>plugin system\u003C/strong>. Having a plugin system in Miracle will empower 3rd party authors to extend the compositor in ways that I haven’t currently imagined while also providing me with the flexibility to iterate quickly on designs. Many compositors already have plugin systems. For example, GNOME does this via JavaScript and Hyprland does this by dynamically loading shared libraries at runtime (note: this is my understanding as of writing this). Both of these solutions are reasonable, but they come with a few downsides.\u003C/p>\n\u003Cp>The “true” scripting language solution comes with the overhead of shipping a complicated interpreter inside of the compositor. In addition to this, plugin developers are forced to use a particular language, perhaps one that they are unfamiliar with. While you get increased programming flexibility from using a scripting language, you have to balance this with the introduced complexity of that language.\u003C/p>\n\u003Cp>The shared library approach also has its downsides. While dynamically loading a shared library at runtime is lightweight, it prevents users of the compositor from safely running plugins unless they first trust the plugin author. The shared library will be running inside of the same process as your very privileged compositor. This increases the attack surface to an extent that I would feel uncomfortable shipping to users.\u003C/p>\n\u003Cp>For these reasons, I decided that Miracle plugins will be written in \u003Cstrong>WebAssembly\u003C/strong> with the help of \u003Ca href=\"https://wasmedge.org\">WasmEdge\u003C/a>. The benefits of this approach are:\u003C/p>\n\u003Col>\n\u003Cli>WebAssembly runs in a lightweight bytecode engine\u003C/li>\n\u003Cli>Many languages can compile down to WebAssembly (Rust will have first-class support to start)\u003C/li>\n\u003Cli>WebAssembly plugins will only be able to access APIs that we provide (reducing the requirement of “trusting” the plugin author)\u003C/li>\n\u003C/ol>\n\u003Cp>The WebAssembly modules will implement certain functions by signature. Miracle will search for a particular signature in the module. If that signature is found, Miracle will delegate the function call defined by that signature to the WebAssembly module instead of Miracle’s internal implementation. In this way, the WASM plugin will only have the data that it needs to perform an action. It is perfectly isolated from the rest of the process while also running quickly in the bytecode engine. Here is an example of an animation plugin that will linearly fade in a window:\u003C/p>\n\u003Cpre class=\"astro-code astro-code-themes github-light dracula\" style=\"--shiki-light:#24292e;--shiki-dark:#F8F8F2;--shiki-light-bg:#fff;--shiki-dark-bg:#282A36; overflow-x: auto;\" tabindex=\"0\" data-language=\"rust\">\u003Ccode>\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">#[\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">unsafe\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(no_mangle)]\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">pub\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> extern\u003C/span>\u003Cspan style=\"--shiki-light:#032F62;--shiki-dark:#F1FA8C\"> \"C\"\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> fn\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-dark:#50FA7B\"> animate\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">(\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> data\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> MiracleAnimationFrameData\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">) \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">->\u003C/span>\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> MiracleAnimationFrameResult\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> let\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> progress \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> data\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">runtime_seconds \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">/\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> data\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">duration_seconds;\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\"> let\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> opacity \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">=\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> data\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">opacity_start \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">+\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> (data\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">opacity_end \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">-\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> data\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">opacity_start) \u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">*\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> progress;\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#6F42C1;--shiki-light-font-style:inherit;--shiki-dark:#8BE9FD;--shiki-dark-font-style:italic\"> MiracleAnimationFrameResult\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> {\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> completed\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> 0\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> has_area\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> 1\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> area\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> [data\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">destination[\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\">0\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">], data\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">destination[\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\">1\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">], data\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">destination[\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\">2\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">], data\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">.\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">destination[\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\">3\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">]],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> has_transform\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> 0\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> transform\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> [\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\">0.0\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">; \u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\">16\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">],\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> has_opacity\u003C/span>\u003Cspan style=\"--shiki-light:#D73A49;--shiki-dark:#FF79C6\">:\u003C/span>\u003Cspan style=\"--shiki-light:#005CC5;--shiki-dark:#BD93F9\"> 1\u003C/span>\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> opacity,\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\"> }\u003C/span>\u003C/span>\n\u003Cspan class=\"line\">\u003Cspan style=\"--shiki-light:#24292E;--shiki-dark:#F8F8F2\">}\u003C/span>\u003C/span>\u003C/code>\u003C/pre>\n\u003Cp>While this is still in a prototype phase, the types defined here will be provided by a Rust crate in the future. The system should be very easy to use from Rust.\u003C/p>\n\u003Cp>In parallel with this work, I have been working on improving the \u003Cstrong>shell authoring\u003C/strong> experience in Miracle. The beginning of this has been the initial \u003Ca href=\"https://github.com/miracle-wm-org/miracle-wm/pull/745\">implementation of a background on floating containers\u003C/a>, but work is proceeding to things like built-in context menus, workspace overview modes, and much more. The idea is to have simple, built-in versions for many shell components while allowing users to provide their own custom clients for each shell element. To this end, I have been working on \u003Ca href=\"https://github.com/miracle-wm-org/miracle.dart\">miracle.dart\u003C/a>, which is a Dart API that should enable users to easily interact with Miracle in Flutter and provide Flutter apps as shell elements. This API is still in early stages, however.\u003C/p>\n\u003Cp>At the same time, I have been working on improving the \u003Cstrong>floating window management\u003C/strong> in Miracle. Miracle should be a competent floating window manager for those who need it.\u003C/p>\n\u003Cp>v0.9.0 of Miracle will probably be a long time in the making. My estimate is that early spring will see it released. However, it should be the penultimate release before I am ready to make v1.0.0 the first, official stable release. And who knows - maybe we’ll even have a shell to go along with it!\u003C/p>\n\u003Ch2 id=\"conclusion\">\u003Ca class=\"heading-anchor\" aria-hidden=\"true\" tabindex=\"-1\" href=\"#conclusion\">#\u003C/a>Conclusion\u003C/h2>\n\u003Cp>2025 has been a whirlwind of a year, and I’m sure that 2026 won’t slow down at all for me. A lot of the long term projects that I’ve been working on are finally coming together, and I feel as though I am on the cusp of making software that I’m truly proud of. On top of that, I am engaged! What a time to be alive :) I hope you all have a lovely New Year with your friends, family, cats, dogs, and everything else.\u003C/p>\n\u003Cp>Keep on making great stuff ✌️\u003C/p>",{"headings":134,"localImagePaths":142,"remoteImagePaths":143,"frontmatter":144,"imagePaths":146},[135,136,139],{"depth":26,"slug":27,"text":28},{"depth":26,"slug":137,"text":138},"miracle-update","#Miracle Update",{"depth":26,"slug":140,"text":141},"conclusion","#Conclusion",[],[],{"title":125,"date":126,"tags":145},[17],[],"dec_29_2025.md"]
\ No newline at end of file diff --git a/.astro/settings.json b/.astro/settings.json new file mode 100644 index 0000000..c0923b1 --- /dev/null +++ b/.astro/settings.json @@ -0,0 +1,5 @@ +{ + "_variables": { + "lastUpdateCheck": 1774374883200 + } +}
\ No newline at end of file diff --git a/.astro/types.d.ts b/.astro/types.d.ts new file mode 100644 index 0000000..03d7cc4 --- /dev/null +++ b/.astro/types.d.ts @@ -0,0 +1,2 @@ +/// <reference types="astro/client" /> +/// <reference path="content.d.ts" />
\ No newline at end of file @@ -3,4 +3,7 @@ .vscode .cache themes/dist -.packages
\ No newline at end of file +.packages +public/themes +dist/ +node_modules/ diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..b1eedca --- /dev/null +++ b/Makefile @@ -0,0 +1,24 @@ +.PHONY: all themes copy-themes build dev clean + +all: build + +themes/builddir: + meson setup themes themes/builddir --cross-file themes/emscripten.ini + +themes: themes/builddir + meson compile -C themes/builddir + +copy-themes: themes + mkdir -p ./public/themes/dist + rsync -a themes/dist/ ./public/themes/dist/ + mkdir -p ./public/themes/src/_shaders + rsync -a themes/src/_shaders/ ./public/themes/src/_shaders/ + +build: copy-themes + npm run build + +dev: + npm run dev + +clean: + rm -rf dist public/themes @@ -1,34 +1,41 @@ -# MatthewKosarek.xyz +# matthewkosarek.xyz This contains the entirety of https://matthewkosarek.xyz, which is my personal website. Feel free to look around and take any snippets that you like from it! If you are on Github, this is a mirror of: https://git.matthewkosarek.xyz/matthew_kosarek_xyz/ -## Running -```sh -./run_dev.sh -firefox localhost:8080 -``` +## Prerequisites +- Node.js (for Astro) +- Emacs (for publishing org-mode posts) +- Meson + Emscripten (for building the WebAssembly themes) ## Building -### Themes +### Everything +```sh +make build +``` +This runs the posts, themes, and Astro build in sequence. Output goes to `dist/`. + +### Themes only +See the [themes subproject](./themes/README.md) for more information on how to build the themes, or run: ```sh -# Compile the shaders -cd themes/src -node tools/shaders.js - -# Build the project -cd .. -./compile-commands.sh -make +make copy-themes ``` -### Posts +## Development ```sh -./publish.sh +npm install # first time only +make dev +# visit http://localhost:4321 ``` +`make dev` regenerates post fragments then starts the Astro dev server with hot reload. + +## Adding a Post +1. Create a new `.org` file in `_posts/` with `#+TITLE:`, `#+DATE:`, and `#+filetags:` headers +2. Run `make posts` to generate the HTML fragment +3. The post will appear at `/posts/<filename-without-extension>` -## Upload +## Publishing ```sh ./upload.sh ``` diff --git a/_posts/assets/squirrel.jpg b/_posts/assets/squirrel.jpg Binary files differdeleted file mode 100644 index ad0dbed..0000000 --- a/_posts/assets/squirrel.jpg +++ /dev/null diff --git a/_posts/hello.org b/_posts/hello.org deleted file mode 100644 index 38a4fc7..0000000 --- a/_posts/hello.org +++ /dev/null @@ -1,588 +0,0 @@ -:PROPERTIES: -:ID: 73d663b6-1aea-4d82-a0f6-b88b302e49cb -:END: -#+TITLE: Hello, Org -#+DATE: <2023-06-20 Tue 11:45> -#+filetags: :technology:home: - - - -* TLDR -- Create a new folder -- Put [[https://raw.githubusercontent.com/mattkae/matthewkosarek-xyz/master/index.css][index.css]], [[https://raw.githubusercontent.com/mattkae/matthewkosarek-xyz/master/publish.el][publish.el]], and [[https://github.com/mattkae/matthewkosarek-xyz/blob/master/publish.sh][publish.sh]] in the folder -- Create a folder called ~_posts~ (this is where blog posts are written) -- Create an org file in ~_posts~, ideally with a ~#+DATE~ and ~#+TITLE~ attribute -- Create a folder called ~posts~ (this is where blog posts are published to) -- Put [[https://raw.githubusercontent.com/mattkae/matthewkosarek-xyz/master/posts/post.js][post.js]] and [[https://github.com/mattkae/matthewkosarek-xyz/blob/master/posts/post.css][post.css]] inside of the ~posts~ directory -- Run ~./publish.sh~ to generate the blog post files -- Run ~./python -m http.server 8080~ from the root folder -- Navigate to ~localhost:8080/posts/sitemap.html~ to see your posts - -* Introduction -I've recently fallen in love with ~org-mode~, specifically when I use it with [[https://www.orgroam.com/][org-roam]]. I find the whole workflow of creating, tagging, and - later on - searching for information on my computer to be very elegant. On top of that, now that I have the time, I want to begin writing blog posts to better work out my thoughts. With both of these things in mind, I am again turning to the universal tool for human prospering: ~org-mode~. This time, I want to see how it can help me turn a simple org file into a blog post on my website. My requirements are: - -1. Org files must get published to HTML files in a particular format with a preset stylesheet -2. Code blocks must include code highlighting -3. Images must be supported -4. Posts must be timestamped with the creation date next to the title -5. A high-level "directory" page should be generated containing a list of the posts ordered chronologically with the newest at the top -6. Posts should have tags that can be used for filtering and search. - -And that's pretty much it for now. Without further ado, let's jump into getting this up and running. - -(Note: I will be heavily inspired by [[https://systemcrafters.net/publishing-websites-with-org-mode/building-the-site/#creating-the-build-script][this post from System Crafters]]. I highly recommend that you read his post first before you follow my post, as he provides more details about the ~org-publish-project-alist~ command than I am willing to go into in this post.) - -* Basic HTML File -As a pilot, we are going to use this org file that I am currently writing (~hello.org~) as our guinea pig. The goal is to have this org file be our very first blog post. - -Emacs ships with org export goodies out of the box via the ~ox-publish.el~ package (which you can find [[https://github.com/emacs-mirror/emacs/blob/master/lisp/org/ox-publish.el][here]]). In our case, we will want to use this package to write a script that exports all the ~./_posts/*.org~ files and outputs them to a corresponding ~./posts/*.html~. Leaning heavily on the System Crafters information, we can create a file called ~publish.el~ and write the following inside of it: - -#+BEGIN_SRC emacs-lisp - (require 'ox-publish) - - (setq org-publish-project-alist - (list - (list "matthewkosarek.xyz" - :recursive t - :base-directory "./_posts" - :publishing-directory "./posts" - :publishing-function: 'org-html-publish-to-html))) - - (org-publish-all t) - (message "Build Complete") -#+END_SRC - - Next, in the same way that System Crafters made a shell script to execute this lisp, snippet, we can create a file called ~publish.sh~ and write the following inside of it: - - #+BEGIN_SRC sh -#!/bin/sh -emacs -Q --script publish.el - #+END_SRC - - We then do a ~chmod +x publish.sh~ to make it an executable and run it with ~./publish.sh~. If everything went according to plan, we should see a new file at ~posts/hello.html~. - -* Disabling features that we don't want -The next thing will be to remove some of the generated items that I didn't ask for, namely the table of contents, author, section numbers, creation time stamp, and the validation link. - -#+BEGIN_SRC emacs-lisp - (require 'ox-publish) - - (setq org-publish-project-alist - (list - (list "matthewkosarek.xyz" - :recursive t - :base-directory "./_posts" - :publishing-directory "./posts" - :publishing-function: 'org-html-publish-to-html - :with-toc nil ; Disable table of contents - :with-author nil ; Disable author - :section-numbers nil ; Disable section numbers - :time-stamp-file nil ; Disable timestamp - :with-date nil))) ; Disable date - - (setq org-html-validation-link nil) ; Disable the validation link at the bottom - - (org-publish-all t) - (message "Build Complete") -#+END_SRC - -* Styling & Code Highlighting -Next thing on our list is custom styling. This can be achieved by first installing the ~htmlize~ package from ~melpa~ / ~elpa~. The EmacsWiki describes this as "a package for exporting the contents of an Emacs buffer to HTML while respecting display properties such as colors, fonts, underlining, invisibility, etc" ([[https://www.emacswiki.org/emacs/Htmlize][reference]]). If used "out-of-the-box", the buffer will be exported to HTML with all of the styles inlined (e.g. if you underline something in your org file, you will generate a ~<span style="text-decoration: underline">...</span>~). However, we are more interested in styling everything by ourselves: we don't want ~htmlize~ making assumptions about what underlining means to us! Luckily, ~htmlize~ gives us the option to export with class names instead of inline styles so that we can specify each style for ourselves. - -#+BEGIN_SRC emacs-lisp - (require 'ox-publish) - - ;; First, we need to setup our publish.el file to hook up to melpa/elpa so that we can ensure - ;; htmlize is installed before we begin publishing. - (require 'package) - (setq package-user-dir (expand-file-name "./.packages")) - (setq package-archives '(("melpa" . "https://melpa.org/packages/") - ("elpa" . "https://elpa.gnu.org/packages/"))) - - ;; Initialize the package system - (package-initialize) - (unless package-archive-contents - (package-refresh-contents)) - - ;; Install dependencies - (package-install 'htmlize) - - (setq org-publish-project-alist - (list - (list "matthewkosarek.xyz" - :recursive t - :base-directory "./_posts" - :publishing-directory "./posts" - :publishing-function: 'org-html-publish-to-html - :with-toc nil - :with-author nil - :section-numbers nil - :time-stamp-file nil))) - - (setq org-html-htmlize-output-type 'css) ;; Output classnames in the HTML instead of inline CSS - (setq org-html-htmlize-font-prefix "org-") ;; Prefix all class names with "org-" - - (setq org-html-validation-link nil - org-html-head-include-scripts nil ;; Removes any scripts that were included by default - org-html-head-include-default-style nil) ;; Removes any styles that were included by default - - (org-publish-all t) - - (message "Build Complete") - -#+END_SRC - -If you run ~publish.sh~ and open the HTML page now, you will see that _zero_ styling has been applied to the page. However, if you inspect an element in your browser that you /suspect/ should have styling (like our underlined element from before), you will see that it has a class name instead of inline styles. - -Now that our generated elements have class names, we can define the style for each relevant class name. In my case, I want to include both the ~index.css~ file that my entire website defines (you can find that [[https://matthewkosarek.xyz/index.css][here]]) so that there are some standard styles across the site. These standard styles include the font that should be used, the spacing around the ~body~ tag, the link styles, and other generic goodies. On top of that, we will want a custom stylesheet specifically for "post" files. In my case, I have defined the following in ~posts/post.css~: - -#+BEGIN_SRC css -pre { - background-color: #FEFEFE; - border: 1px solid #D5D5D5; - border-radius: 2px; - padding: 1rem; -} - -code { - font-family: "Consolas" sans-serif; - color: #D0372D; -} - -.underline { - text-decoration: underline; -} - -/* Taken from: https://emacs.stackexchange.com/questions/7629/the-syntax-highlight-and-indentation-of-source-code-block-in-exported-html-file */ -pre span.org-builtin {color:#006FE0;font-weight:bold;} -pre span.org-string {color:#008000;} -pre span.org-keyword {color:#0000FF;} -pre span.org-variable-name {color:#BA36A5;} -pre span.org-function-name {color:#006699;} -pre span.org-type {color:#6434A3;} -pre span.org-preprocessor {color:#808080;font-weight:bold;} -pre span.org-constant {color:#D0372D;} -pre span.org-comment-delimiter {color:#8D8D84;} -pre span.org-comment {color:#8D8D84;font-style:italic} -1pre span.org-outshine-level-1 {color:#8D8D84;font-style:italic} -pre span.org-outshine-level-2 {color:#8D8D84;font-style:italic} -pre span.org-outshine-level-3 {color:#8D8D84;font-style:italic} -pre span.org-outshine-level-4 {color:#8D8D84;font-style:italic} -pre span.org-outshine-level-5 {color:#8D8D84;font-style:italic} -pre span.org-outshine-level-6 {color:#8D8D84;font-style:italic} -pre span.org-outshine-level-7 {color:#8D8D84;font-style:italic} -pre span.org-outshine-level-8 {color:#8D8D84;font-style:italic} -pre span.org-outshine-level-9 {color:#8D8D84;font-style:italic} -pre span.org-rainbow-delimiters-depth-1 {color:#707183;} -pre span.org-rainbow-delimiters-depth-2 {color:#7388d6;} -pre span.org-rainbow-delimiters-depth-3 {color:#909183;} -pre span.org-rainbow-delimiters-depth-4 {color:#709870;} -pre span.org-rainbow-delimiters-depth-5 {color:#907373;} -pre span.org-rainbow-delimiters-depth-6 {color:#6276ba;} -pre span.org-rainbow-delimiters-depth-7 {color:#858580;} -pre span.org-rainbow-delimiters-depth-8 {color:#80a880;} -pre span.org-rainbow-delimiters-depth-9 {color:#887070;} -pre span.org-sh-quoted-exec {color:#FF1493;} -pre span.org-css-selector {color:#0000FF;} -pre span.org-css-property {color:#00AA00;} -#+END_SRC - -That CSS file should get you going with some decent code highlighting and styles, but I don't pretend that it is complete. - -Finally, we need to tell org mode to include our two CSS files when the page is loaded. To do this, we can use the HTML ~<link>~ entity. We will set the ~org-html-head~ variable to insert two link entities at the top of the page. - -#+BEGIN_SRC emacs-lisp - (require 'ox-publish) - - (require 'package) - (setq package-user-dir (expand-file-name "./.packages")) - (setq package-archives '(("melpa" . "https://melpa.org/packages/") - ("elpa" . "https://elpa.gnu.org/packages/"))) - - ;; Initialize the package system - (package-initialize) - (unless package-archive-contents - (package-refresh-contents)) - - ;; Install dependencies - (package-install 'htmlize) - - (setq org-publish-project-alist - (list - (list "matthewkosarek.xyz" - :recursive t - :base-directory "./_posts" - :publishing-directory "./posts" - :publishing-function: 'org-html-publish-to-html - :with-toc nil - :with-author nil - :section-numbers nil - :time-stamp-file nil))) - - (setq org-html-htmlize-output-type 'css) - (setq org-html-htmlize-font-prefix "org-") - - (setq org-html-validation-link nil - org-html-head-include-scripts nil - org-html-head-include-default-style nil - org-html-head " - <link rel=\"stylesheet\" href=\"/index.css\" /> - <link rel=\"stylesheet\" href=\"/posts/post.css\" /> - <link rel=\"shortcut icon\" href=\"/favicon/favicon.ico\" type=\"image/x-icon\"> - ") ;; Include index.css and posts/post.css when the page loads - ;; Note that I also set the "favicon" too, but this is optional - - (org-publish-all t) - - (message "Build Complete") - -#+END_SRC - -If we run the publish again, we can see that we have full styling on our code snippets and everything else on our website. - -* Images -Our first two criteria have been met! Next on the list is solving images. As an example, let's use this [[/_posts/assets/squirrel.jpg][squirrel image]] that I found online with an open source license. The ideal situation would be: - -1. The squirrel image lives closely to this org document (~hello.org~) -2. We can reference the image file in our org file, and see it in our HTML page as an image - -Unfortunately, it doesn't look to be that easy. Let's examine the ideal situation. Let's say we provide a relative path to an image in our org file like so: -#+BEGIN_SRC txt - [[./assets/squirrel.jpg]] -#+END_SRC - -If we click this link in our org buffer, the relative path will work right away. However, when we export the org file to HTML, the following tag will be generated: - -#+BEGIN_SRC html -<img src="./assets/squirrel.jpg" alt="squirrel.jpg"> - #+END_SRC - -The browser cannot resolve this absolute path, which results in the alternate "squirrel.jpg" text being shown next to a broken image. - -So what's the fix here? Well, we have two options, but I am going to go with the easiest. For more information, check out [[https://stackoverflow.com/questions/14684263/how-to-org-mode-image-absolute-path-of-export-html][this stackoverflow post]]. The route I chose puts the onus of making a proper link on the writer of the blog post. The fix simply modifies the ~src~ attribute of the generated HTML to have an absolute path to the image, while also allowing the org file to retain a link to the image that it understands. - -#+BEGIN_SRC TXT -#+ATTR_HTML: :src /_posts/assets/squirrel.jpg -[[./assets/squirrel.jpg]] -#+END_SRC - -That's all there is to it! There are simpler ways as well, but that should do it: -#+CAPTION: A Cute Squirrel -#+ATTR_HTML: :src /_posts/assets/squirrel.jpg :width 300 -[[./assets/squirrel.jpg]] - - -* Creation Date -Let's add the creation date below the title next. To start, we will modify the publish command to remove the title (~:with-title nil~) and, in its place, show a preamble bit of HTML that contains a formatted ~div~ with the title and the "last modified" span.z - -#+BEGIN_SRC emacs-lisp -(setq org-publish-project-alist - (list - (list "matthewkosarek.xyz" - :recursive t - :base-directory "./_posts" - :publishing-directory "./posts" - :publishing-function: 'org-html-publish-to-html - :with-toc nil - :with-author nil - :section-numbers nil - :time-stamp-file nil - :with-title nil - :html-preamble-format '(("en" " - <div class=\"org-article-title\"> - <h1>%t</h1> - <span>Last modified: %d</span> - </div> -")) -#+END_SRC - -The ~html-preamble-format~ variable takes an association list (alist) as a parameter. Each entry in the alist should have the export language (in this case english or "en") as the first value and the format for that language as the second value. - -The "%t" in the HTML string will be filled in with the title of your post. This is set by the ~#+TITLE: MY_TITLE~ attribute of your org file. In this case, that is "Hello, Org". The "%d" is used to insert the date of your post. This is set by the ~#+DATE: <ORG_TIMESTAMP>~ in your org file. You can insert a timestamp into the buffer by writing ~M-x org-time-stamp~, or by typing one out yourself. (Hint: You can do an ~M-x describe-variable~ and type "org-html-preamble-format" to get more info on what "%X" values you can include in this format). - -On top of this, we can modify our ~posts/post.css~ file to make the title a bit more pleasing to the eyes. - -#+BEGIN_SRC css -.org-article-title > h1 { - margin-bottom: 0; -} - -.org-article-title > span { - color: #707183; -} -#+END_SRC - -If you want to see the full list of which values can be included in the ~html-preamble-format~, you can do an ~M-x describe-variable~ on the ~org-html-preamble-format~ variable. - -Note that the downside of this is that the created date will change whenever you next save the buffer. This isn't a huge deal for my purposes, but you may need to come up with a more sophisticated mechanism for the exact "creation" date for your use case. - -* Generating the Directory -For every org file in my ~_posts~ folder, I would like to create a link to the generated HTML file at the ~/posts.html~ page of my website. You can think of this as the "directory" of all posts. My criteria is: -1. Posts should appear in order from newest to oldest -2. Posts should be searchable by tags (covered in the next section) -3. Posts should be searchable by title - -The "out-of-the-box" mechanism for accomplishing this is the *sitemap*. You can think of a sitemap as a directory of sorts. While sitemaps can grow to be infinitely deep (i.e. sitemaps referencing other sitemaps), we will keep our sitemap as a flat list containing the available posts in chronological order. - -To start, we can enable source maps for our publish like so: - -#+BEGIN_SRC emacs-lisp - (setq org-publish-project-alist - (list - (list "matthewkosarek.xyz" - :recursive t - :base-directory "./_posts" - :publishing-directory "./posts" - :publishing-function: 'org-html-publish-to-html - :with-toc nil - :with-author nil - :section-numbers nil - :time-stamp-file nil - :with-title nil - :html-preamble-format '(("en" " - <div class=\"org-article-title\"> - <h1>%t</h1> - <span>Last modified: %d</span> - </div> - ")) - :auto-sitemap t ; Enable the sitemap - :sitemap-sort-files "chronologically" ; Sort files chronologically - :sitemap-format-entry (lambda (entry style project) (get-org-file-title entry style project)) - ))) -#+END_SRC - -If we generate again, we will find two files generated: -1. ~_posts/sitemap.org~: The org file containing the generated sitemap -2. ~posts/sitemap.html~: The HTML file that was generated based on the previous ~sitemap.org~ file - -If you open the ~sitemap.html~ file in your browser, you will see a bulleted listed containing a link to "Hello, Org". Clicking on it will bring you to this blog post. - -From here, you may customize it however you like. The following are my customizations. - -** Sitemap Title -I changed the title to "Matthew's Blog Posts". - -#+BEGIN_SRC emacs-lisp - (defun get-org-file-title(entry style project) - (setq timestamp (org-timestamp-format (car (org-publish-find-property entry :date project)) "%B %d, %Y")) - (format "%s created on %s" (org-publish-sitemap-default-entry entry style project) timestamp) - ) - - (setq org-publish-project-alist - (list - (list "matthewkosarek.xyz" - ... - :sitemap-title "Matthew's Blog Posts" ; Change the title - ))) - - #+END_SRC - - -** Format blog entries in the list -I like to include the creation date on the blog posts. To do this, we can use ~org-publish-find-property~ to find the date property of the org file. Afterward, we can format a string that includes our formatted timestamp and the ~org-publish-sitemap-default-entry~, which is just a link with the title of the post. -#+BEGIN_SRC emacs-lisp - (defun get-org-file-title(entry style project) - (setq timestamp (org-timestamp-format (car (org-publish-find-property entry :date project)) "%B %d, %Y")) - (format "%s created on %s" (org-publish-sitemap-default-entry entry style project) timestamp) - ) - - (setq org-publish-project-alist - (list - (list "matthewkosarek.xyz" - ... - :sitemap-format-entry (lambda (entry style project) (get-org-file-title entry style project)) - ))) -#+END_SRC - -* Tags & Filtering -I use [[https://www.orgroam.com/][Org-roam]] for all of my note-taking and, in the next blog post, I plan to demonstrate how I will hook up my Org-roam note-taking workflow to my blogging. In the meantime, just know that we can add tags to the top of our org files like this: - -#+BEGIN_SRC org -#+filetags: :tag_1:tag_2: -#+END_SRC - -This would tag this org buffer with "tag_1" and "tag_2". - -Our criteria for the tag filtering system is: -- A post can contain many tags -- Users can filter my one or many tags (i.e. "home" /and/ "technology" but /not/ "lifestyle") -- By default, users see all posts with all tags -- Searching happens on the client -- We don't have to manually maintain a list of valid tags. The list of valid tags should be dynamically loaded from the blog posts themselves. - -Let's modify the ~get-org-file-title~ function that we wrote in the previous section to parse and include these tags: - -#+BEGIN_SRC emacs-lisp -(defun get-org-file-title(entry style project) - (setq timestamp (org-timestamp-format (car (org-publish-find-property entry :date project)) "%B %d, %Y")) - (setq tag-list (org-publish-find-property entry :filetags project)) - (setq tag-list-str (mapconcat 'identity tag-list ",")) - (setq result (format "%s created on %s\n#+begin_sitemap_tag\n%s\n#+end_sitemap_tag\n" (org-publish-sitemap-default-entry entry style project) timestamp tag-list-str)) - ) -#+END_SRC - -We extract the "filetags" from the org file, concatenate them into a comma-delimited string, and format them into the title string. We place the contents inside of a ~begin_sitemap_tag~ and ~end_sitemap_tag~ block. In HTML, this creates an enclosing ~div~ element with the class name "sitemap_tag". That means we can target the ~.sitemap_tag~ element in CSS. In our case, we want to hide all of that data entirely so we can put the following in ~posts/post.css~: - -#+BEGIN_SRC css -.sitemap_tag { - display: none; -} -#+END_SRC - -If you rerun the ~publish.sh~ script now, you will see the tags only if you inspect the element, but they will not appear visually. - -Next thing is to write a small snippet of JavaScript that our page will load. This snippet is responsible for: -1. Creating a list of the used tags -2. Creating enable/disable buttons for each tag -3. Hiding/showing a post depending on the state of its tags - -We create a new file called ~posts/post.js~ and put the following inside: - -#+BEGIN_SRC js -function main() { - - // Gather the used set oof tags - const tagSet = new Set(); - const postList = []; - const tagContainers = document.getElementsByClassName('sitemap_tag'); - for (let index = 0; index < tagContainers.length; index++) { - const container = tagContainers[index]; - const pContainer = container.children[0]; - if (!pContainer) { - continue; - } - - const tagList = pContainer.textContent.split(','); - tagList.forEach(tag => tagSet.add(tag)); - postList.push({ - container: container.parentElement, - tagList: tagList, - enabled: tagList.length - }); - } - - // Create the tag container - const contentContainer = document.getElementById('content'); - const tagContainer = document.createElement('div'); - tagContainer.id = 'tag-filter-container'; - contentContainer.before(tagContainer); - - let numEnabled = tagSet.size; - for (const tag of tagSet) { - const tagElement = document.createElement('div'); - tagElement.className = "tag-filter-item"; - const tagElementLabel = document.createElement('span'); - tagElementLabel.innerHTML = tag; - const tagElementButton = document.createElement('button'); - tagElement.append(tagElementLabel, tagElementButton); - tagContainer.append(tagElement); - - - // Whenever a tag is clicked, execute the filtering behavior - tagElementButton.onclick = function() { - // Handle enable/disable - tagElement.remove(); - - if (tagElement.classList.contains('disabled')) { - tagElement.classList.remove('disabled'); - if (numEnabled === 0) { - tagContainer.prepend(tagElement); - } - else { - tagContainer.children[numEnabled - 1].after(tagElement); - } - numEnabled++; - - // Filter - postList.forEach(post => { - if (post.tagList.includes(tag)) { - post.enabled++; - - if (post.enabled) { - post.container.style.display = 'list-item'; - } - } - }); - } - else { - tagElement.classList.add('disabled'); - tagContainer.append(tagElement); - numEnabled--; - - // Filter - postList.forEach(post => { - if (post.tagList.includes(tag)) { - post.enabled--; - if (!post.enabled) { - post.container.style.display = 'none'; - } - } - }); - } - }; - } -} - -window.onload = main; -#+END_SRC - -Next, we modify the ~org-html-head~ to include ~<script src='/posts/post.js'></script>~ so that this script is loaded on every blog post page. - -Finally, let's append the following to ~posts/posts.css~ so that our tag list is pretty: - -#+BEGIN_SRC css -#tag-filter-container { - display: flex; - flex-direction: row; - column-gap: 8px; - margin-top: 1rem; -} - -.tag-filter-item { - display: flex; - flex-direction: row; - align-items: center; - padding: 0.25rem 0.5rem; - border: 1px solid black; - border-radius: 3px; - justify-content: center; - column-gap: 1rem; - background-color: #fffed8; -} - -.tag-filter-item button { - background: none; - border: none; - outline: none; - margin: 0; - padding: 0; - color: red; - font-size: 1.5rem; -} - -.tag-filter-item button:before { - content: '\00d7'; -} - -.tag-filter-item.disabled button:before { - content: '+'; -} - -.tag-filter-item.disabled { - background-color: #f2f2f2; - color: gray; - border-color: gray; -} - -.tag-filter-item.disabled button { - color: green; -} - -.tag-filter-item button:hover { - cursor: pointer; - opacity: 0.8; -} -#+END_SRC - -* Conclusion -There are many more customizations that I plan to do on this system in the future, but I plan to leave this for now so that I can actually get to some blogging. I will proofread and fix my mistakes as time goes on, but this should be a good jumping off point for anyone interested in using org for their own blogging system. diff --git a/_posts/sitemap.org b/_posts/sitemap.org deleted file mode 100644 index b5e96d9..0000000 --- a/_posts/sitemap.org +++ /dev/null @@ -1,12 +0,0 @@ -#+TITLE: Matthew's Blog Posts - -#+DATE: 2024-05-01 at 14:07 - -#+HTML_LINK_HOME: / - -#+HTML_LINK_UP: / - -- [[file:hello.org][Hello, Org]] created on June 20, 2023 - #+begin_sitemap_tag - technology,home - #+end_sitemap_tag
\ No newline at end of file diff --git a/astro.config.mjs b/astro.config.mjs new file mode 100644 index 0000000..58632ab --- /dev/null +++ b/astro.config.mjs @@ -0,0 +1,28 @@ +import { defineConfig } from 'astro/config'; + +import sitemap from '@astrojs/sitemap'; +import rehypeSlug from 'rehype-slug'; +import rehypeAutolinkHeadings from 'rehype-autolink-headings'; + +export default defineConfig({ + output: 'static', + site: 'https://matthewkosarek.xyz', + integrations: [sitemap()], + markdown: { + rehypePlugins: [ + rehypeSlug, + [rehypeAutolinkHeadings, { + behavior: 'prepend', + properties: { class: 'heading-anchor', ariaHidden: 'true', tabIndex: -1 }, + content: { type: 'text', value: '#' }, + }], + ], + shikiConfig: { + themes: { + light: 'github-light', + dark: 'dracula', + }, + defaultColor: false, + }, + }, +}); diff --git a/bun.lock b/bun.lock new file mode 100644 index 0000000..19431bf --- /dev/null +++ b/bun.lock @@ -0,0 +1,808 @@ +{ + "lockfileVersion": 1, + "configVersion": 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- <body> - <div id="theme_container"> - <canvas id="theme_canvas"></canvas> - </div> - - <header> - <h1>Matthew Kosarek</h1> - <nav> - <ul> - <li><a href='/'>🏡 Home</a></li> - <li><a href='/resume.html'>📘 CV</a></li> - <li><a href='/posts/sitemap.html'>📝 Posts</a></li> - </ul> - </nav> - </header> - <section id='image_container'> - <figure class='image_item'> - <img src='images/ebi.jpg' /> - <figcaption> - Hanging with my son, circa July 2023. - </figcaption> - </figure> - <figure class='image_item'> - <img src='images/gardens-min.jpg' /> - <figcaption> - Me at Longwood Gardens, circa December 2021. - </figcaption> - </figure> - <figure class='image_item'> - <img src='images/portrait-min.jpg' /> - <figcaption> - Me in front of my desktop, circa August 2021. - </figcaption> - </figure> - <figure class='image_item'> - <img src='images/dog_and_me-min.jpg' /> - <figcaption> - Hanging with my dog named Rizzy, circa May 2020. - </figcaption> - </figure> - <figure class='image_item'> - <img src='images/friends-min.jpg' /> - <figcaption> - Hanging with my friends, circa July 2019. - </figcaption> - </figure> - - - </section> - <section> - <h2>About Me</h2> - <p> - Hi there 🌊 My name is Matthew Kosarek. - I am a computer programmer from northern New Jersey and I currently live Philadelphia, PA. I work at Canonical on the - <a href="https://github.com/canonical/mir">Mir display server</a> and I am currently building - <a href="https://github.com/mattkae/miracle-wm">miracle-wm</a>, a Mir-based tiling window manager. - </p> - </section> - <section> - <h2>Links</h2> - <ul> - <li><a href="https://github.com/mattkae">Github</a>: my personal github with most of my projects</li> - <li><a href="https://git.matthewkosarek.xyz">CGit</a>: my self-hosted git instance with a few of my projects</li> - <li style="display: none;"><a href="https://physicsforgames.com">physicsforgames.com</a>: a project that I'm currently working on in my spare time where I explore the world of realtime physics</li> - <li><a href="https://www.linkedin.com/in/matthew-kosarek/">LinkedIn</a></li> - </ul> - </section> - - <section> - <h2>Theme</h2> - <div id="theme_selector" class="hidden"> - <button id="theme_button_default">Default</button> - <button id="theme_button_autumn">🍁 Autumn</button> - <button id="theme_button_winter">⛄ Winter</button> - <button id="theme_button_spring">🐦 Spring</button> - <button id="theme_button_summer">🌻 Summer</button> - </div> - </section> - </body> - - <script src='/index.js'></script> - <script src='/themes/dist/output.js'></script> -</html> diff --git a/index.js b/index.js deleted file mode 100644 index dc25d20..0000000 --- a/index.js +++ /dev/null @@ -1,38 +0,0 @@ - -function main() { - var themeSelector = document.getElementById('theme_selector'); - themeSelector.classList.remove('hidden'); - - imageCallbacks(); -} - -function imageCallbacks() { - const imageContainer = document.getElementById('image_container'); - - function onImageClicked() { - var background = document.createElement('div'); // - background.classList.add('image_item_expanded_container'); - var clone = this.cloneNode(true); - clone.classList.add('expanded'); - background.append(clone); - clone.addEventListener('click', function(event) { event.stopPropagation(); }); - 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gray; - font-size: 12px; - font-weight: normal; - padding: 0; -} diff --git a/posts.html b/posts.html deleted file mode 100644 index d63d29a..0000000 --- a/posts.html +++ /dev/null @@ -1,54 +0,0 @@ - -<!DOCTYPE html> -<html lang="en"> - <head> - <meta name="viewport" content="width=device-width, initial-scale=1.0"> - <meta charset="utf-8"> - <link rel="stylesheet" href="/index.css"> - <link rel="stylesheet" href="/posts.css"> - <title>Matthew Kosarek</title> - <link rel="shortcut icon" href="/favicon/favicon.ico" type="image/x-icon"> - </head> - <body> - <header> - <h1>Matthew Kosarek</h1> - <nav> - <ul> - <li><a href='/'>🏡 Home</a></li> - <li><a href='/resume.html'>📘 CV</a></li> - <li><a href='/posts.html'>📝 Posts</a></li> - </ul> - </nav> - </header> - - <section> - <h2>Tags</h2> - - <div id='tag_list'> - - <a href="/posts/tag_personal.html"><button id="personal">Personal 👨</button></a> - - - <a href="/posts/tag_programming.html"><button id="programming">Programming 💻</button></a> - - - <a href="/posts/tag_books.html"><button id="books">Books 📖</button></a> - - - <a href="/posts/tag_food.html"><button id="food">Food 🍲</button></a> - - </div> - </section - - <section> - <h2>Posts</h2> - <ul id='post_list'> - - <li><a href="/posts/hello_world.html">Hello, World!</a></li> - - <li><a href="/posts/plato_1.html">Euthyphro: the pious and the god-loved</a></li> - - </ul> - </section> - </body> -</html> diff --git a/posts/post.css b/posts/post.css deleted file mode 100644 index decceaa..0000000 --- a/posts/post.css +++ /dev/null @@ -1,128 +0,0 @@ -pre { - background-color: #FEFEFE; - border: 1px solid #D5D5D5; - border-radius: 2px; - padding: 1rem; - overflow: auto; -} - -code { - font-family: "Consolas" sans-serif; - color: #D0372D; -} - -.underline { - text-decoration: underline; -} - -/* Taken from: https://emacs.stackexchange.com/questions/7629/the-syntax-highlight-and-indentation-of-source-code-block-in-exported-html-file */ -pre span.org-builtin 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none; -} - -#tag-filter-container { - display: flex; - flex-direction: row; - column-gap: 8px; - margin-top: 1rem; -} - -.tag-filter-item { - display: flex; - flex-direction: row; - align-items: center; - padding: 0.25rem 0.5rem; - border: 1px solid black; - border-radius: 3px; - justify-content: center; - column-gap: 1rem; - background-color: #fffed8; -} - -.tag-filter-item button { - background: none; - border: none; - outline: none; - margin: 0; - padding: 0; - color: red; - font-size: 1.5rem; -} - -.tag-filter-item button:before { - content: '\00d7'; -} - -.tag-filter-item.disabled button:before { - content: '+'; -} - -.tag-filter-item.disabled { - background-color: #f2f2f2; - color: gray; - border-color: gray; -} - -.tag-filter-item.disabled button { - color: green; -} - -.tag-filter-item button:hover { - cursor: pointer; - opacity: 0.8; -} diff --git a/posts/post.js b/posts/post.js deleted file mode 100644 index 0b5a4e4..0000000 --- a/posts/post.js +++ /dev/null @@ -1,86 +0,0 @@ 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id="org-div-home-and-up"> - <a accesskey="h" href="/"> UP </a> - <a accesskey="H" href="/"> HOME </a> -</div><div id="preamble" class="status"> - - <div class="org-article-title"> - <h1>Matthew's Blog Posts</h1> - <span>Last modified: 2024-05-01 at 14:07</span> - </div> -</div> -<div id="content" class="content"> -<ul class="org-ul"> -<li><p> -<a href="hello.html">Hello, Org</a> created on June 20, 2023 -</p> -<div class="sitemap_tag" id="orgb9e6a4a"> -<p> -technology,home -</p> - -</div></li> -</ul> -</div> -</body> -</html> diff --git a/download/build.js b/public/download/build.js index 6c58162..6c58162 100644 --- a/download/build.js +++ b/public/download/build.js diff --git a/download/cv.pdf b/public/download/cv.pdf Binary files differindex 35e2f4d..35e2f4d 100644 --- a/download/cv.pdf +++ b/public/download/cv.pdf diff --git a/download/resume_dl.css b/public/download/resume_dl.css index ac685e7..ac685e7 100644 --- a/download/resume_dl.css +++ b/public/download/resume_dl.css diff 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Binary files differindex f70d1a8..f70d1a8 100644 --- a/fonts/Ubuntu-M.ttf +++ b/public/fonts/Ubuntu-M.ttf diff --git a/themes/resources/bunny.obj b/public/resources/bunny.obj index 18021c9..18021c9 100644 --- a/themes/resources/bunny.obj +++ b/public/resources/bunny.obj diff --git a/themes/resources/grass-blade.png b/public/resources/grass-blade.png Binary files differindex 286cc23..286cc23 100644 --- a/themes/resources/grass-blade.png +++ b/public/resources/grass-blade.png diff --git a/public/robots.txt b/public/robots.txt new file mode 100644 index 0000000..0b1fbe9 --- /dev/null +++ b/public/robots.txt @@ -0,0 +1,4 @@ +User-agent: * +Sitemap: https://www.matthewkosarek.xyz/sitemap-index.xml +Disallow: /download +Disallow: /favicon diff --git a/publish.el b/publish.el deleted file mode 100644 index 352c88f..0000000 --- a/publish.el +++ /dev/null @@ -1,81 +0,0 @@ -(require 'ox-publish) - -(require 'package) -(setq package-user-dir (expand-file-name "./.packages")) -(setq package-archives '(("melpa" . "https://melpa.org/packages/") - ("elpa" . "https://elpa.gnu.org/packages/"))) - -;; Initialize the package system -(package-initialize) -(unless package-archive-contents - (package-refresh-contents)) - -;; Install dependencies -(package-install 'htmlize) - -(defun get-org-file-title(entry style project) - (setq timestamp (org-timestamp-format (car (org-publish-find-property entry :date project)) "%B %d, %Y")) - (setq tag-list (org-publish-find-property entry :filetags project)) - (setq tag-list-str (mapconcat 'identity tag-list ",")) - (setq result (format "%s created on %s\n#+begin_sitemap_tag\n%s\n#+end_sitemap_tag\n" (org-publish-sitemap-default-entry entry style project) timestamp tag-list-str)) - ) - -(defun my-sitemap-function (title list) - (concat "#+TITLE: " title "\n\n" - "#+DATE: " (format-time-string "%Y-%m-%d at %H:%M") "\n\n" - "#+HTML_LINK_HOME: /\n\n" - "#+HTML_LINK_UP: /\n\n" - (org-list-to-org list))) - -(setq org-publish-project-alist - (list - (list "matthewkosarek.xyz" - :recursive t - :base-directory "./_posts" - :publishing-directory "./posts" - :publishing-function: 'org-html-publish-to-html - :with-toc nil - :with-author nil - :section-numbers nil - :time-stamp-file nil - :with-title nil - :with-date nil - :html-preamble-format '(("en" " - <div class=\"org-article-title\"> - <h1>%t</h1> - <span>Last modified: %d</span> - </div> -")) - :auto-sitemap t - :sitemap-sort-files "chronologically" - :sitemap-title "Matthew's Blog Posts" - :sitemap-format-entry (lambda (entry style project) (get-org-file-title entry style project)) - :sitemap-function (lambda (title list) (my-sitemap-function title list)) - ))) - - -(setq org-html-htmlize-output-type 'css) -(setq org-html-htmlize-font-prefix "org-") - -(setq org-html-validation-link nil - org-html-head-include-scripts nil ;; Use our own scripts - org-html-head-include-default-style nil ;; Use our own styles - org-html-head " -<link rel=\"stylesheet\" href=\"/index.css\" /> -<link rel=\"stylesheet\" href=\"/posts/post.css\" /> -<link rel=\"shortcut icon\" href=\"/favicon/favicon.ico\" type=\"image/x-icon\"> -<script src='/posts/post.js'></script> -" - org-html-inline-images t - org-html-link-home "/" - org-html-link-up "/posts/sitemap.html" - org-html-html5-fancy t - org-html-home/up-format "<div id=\"org-div-home-and-up\"> - <a accesskey=\"h\" href=\"%s\"> UP </a> - <a accesskey=\"H\" href=\"%s\"> HOME </a> -</div>" - ) - -(org-publish-all t) - -(message "Build Complete") diff --git a/publish.sh b/publish.sh deleted file mode 100755 index 20c7792..0000000 --- a/publish.sh +++ /dev/null @@ -1,2 +0,0 @@ -#!/bin/sh -emacs -Q --script publish.el diff --git a/resume.html b/resume.html deleted file mode 100755 index 0ee34d4..0000000 --- a/resume.html +++ /dev/null @@ -1,314 +0,0 @@ -<html> - <head> - <meta name="viewport" content="width=device-width, initial-scale=1.0"> - <meta charset="utf-8"> - <link rel="stylesheet" href="/index.css"> - <link rel="stylesheet" href="/resume.css"> - <link rel="stylesheet" href="/resume.mobile.css"> - <script src='/resume.js' defer></script> - - <title>Matthew Kosarek - Resume</title> - <link rel="shortcut icon" href="/favicon/favicon.ico" type="image/x-icon"> - <meta name="description" content="The hosted resume of Matthew kosarek"> - </head> - <body> - <header> - <h1>Matthew Kosarek</h1> - <nav> - <ul> - <li><a href='/'>🏡 Home</a></li> - <li><a href='/resume.html'>📘 CV</a></li> - <li><a href='/posts/sitemap.html'>📝 Posts</a></li> - </ul> - </nav> - </header> - - <main id='resume'> - <div id='resume_button_container'> - <button id='full_screen_button' title='Toggle Fullscreen'> - ⛶ - </button> - <a href='download/cv.pdf' download title='Download as PDF'> - 📥 - </a> - </div> - <div id="resume_container"> - <header id="resume_sidebar"> - <div id="resume_header"> - <span class="resume_header_name">Matthew</br> Kosarek</span> - - <div id="resume_header_contact"> - <span><i>🖥️</i> Software Developer</span> - <span><i>🔗</i> <a href="https://matthewkosarek.xyz">matthewkosarek.xyz</a></span> - <span> - <i><svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" viewBox="0 0 24 24"><path d="M12 0c-6.626 0-12 5.373-12 12 0 5.302 3.438 9.8 8.207 11.387.599.111.793-.261.793-.577v-2.234c-3.338.726-4.033-1.416-4.033-1.416-.546-1.387-1.333-1.756-1.333-1.756-1.089-.745.083-.729.083-.729 1.205.084 1.839 1.237 1.839 1.237 1.07 1.834 2.807 1.304 3.492.997.107-.775.418-1.305.762-1.604-2.665-.305-5.467-1.334-5.467-5.931 0-1.311.469-2.381 1.236-3.221-.124-.303-.535-1.524.117-3.176 0 0 1.008-.322 3.301 1.23.957-.266 1.983-.399 3.003-.404 1.02.005 2.047.138 3.006.404 2.291-1.552 3.297-1.23 3.297-1.23.653 1.653.242 2.874.118 3.176.77.84 1.235 1.911 1.235 3.221 0 4.609-2.807 5.624-5.479 5.921.43.372.823 1.102.823 2.222v3.293c0 .319.192.694.801.576 4.765-1.589 8.199-6.086 8.199-11.386 0-6.627-5.373-12-12-12z"/></svg></i> - <a href="https://github.com/mattkae">github.com/mattkae</a></span> - </span> - <span><i>📧</i> mkosare1@gmail.com</span> - <span><i>🇺🇸</i> United States Citizen</span> - </div> - </div> - </header> - - <main> - <section class='resume_section'> - <h2>Experience</h2> - <div class="resume_section_content"> - <div class="experience-item"> - <div class="experience-header"> - <div> - <span><b>Software Engineer II</b></span> - <span><i>Canonical</i></span> - </div> - <div> - <span>July 2023 to Present</span> - <span>Philadelphia, PA</span> - </div> - </div> - <div class="experience-tech"> - <svg xmlns="http://www.w3.org/2000/svg" width="2222" height="2500" preserveAspectRatio="xMinYMin meet" viewBox="0 0 256 288"><path fill="#5C8DBC" d="M255.569 84.72c-.002-4.83-1.035-9.098-3.124-12.761-2.052-3.602-5.125-6.621-9.247-9.008-34.025-19.619-68.083-39.178-102.097-58.817-9.17-5.294-18.061-5.101-27.163.269C100.395 12.39 32.59 51.237 12.385 62.94 4.064 67.757.015 75.129.013 84.711 0 124.166.013 163.62 0 203.076c.002 4.724.991 8.909 2.988 12.517 2.053 3.711 5.169 6.813 9.386 9.254 20.206 11.703 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2.314 2.703 2.706 3.462 6.607 2.293 9.993l13.992 13.994c3.385-1.167 7.292-.413 9.994 2.295 3.78 3.777 3.78 9.9 0 13.679-3.78 3.78-9.901 3.78-13.683 0-2.842-2.844-3.545-7.019-2.105-10.521l-13.048-13.049-.002 34.341c.922.455 1.791 1.063 2.559 1.828 3.779 3.777 3.779 9.898 0 13.683-3.779 3.777-9.904 3.777-13.679 0-3.778-3.784-4.088-9.905-.311-13.683.934-.933 1.855-1.638 2.855-2.11v-34.659c-1-.472-1.92-1.172-2.856-2.111-2.861-2.86-3.396-7.06-1.928-10.576l-14.233-14.313-37.754 37.79c-3.175 3.177-3.155 8.325.02 11.5l55.126 55.114c3.173 3.174 8.325 3.174 11.503 0l54.86-54.858c3.175-3.176 3.178-8.327.004-11.501z"/></svg> - </div> - <ul> - <li> - Developed industrial software applications including cobot palletizers, cartesian palletizers, and path following machines - </li> - <li> - Programmed, deployed, and supported several client projects valued over $100k+ USD each - </li> - <li> - Developed the core user-facing API for programming industrial machines in Python - </li> - <li> - Interfaced with both technical and non-technical teams on a daily basis - </li> - <li> - Planned and organized long-term projects and daily tasks via Asana and Github Projects - </li> - <li> - Programmed thousands of lines across the codebase, from the firmware running on a BeagleBone AI to the application layer running in the cloud - </li> - <li> - Onboarded and mentored new members of the team - </li> - </ul> - </div> - <div class="experience-item"> - <div class="experience-header"> - <div> - <span><b>Software Engineer I</b></span> - <span><i>Big Huge Games</i></span> - </div> - <div> - <span>January 2018 to June 2020</span> - <span>Timonium, MD</span> - </div> - </div> - <div class="experience-tech"> - <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 128 128"><path fill="#9B4F96" d="M115.4 30.7l-48.3-27.8c-.8-.5-1.9-.7-3.1-.7-1.2 0-2.3.3-3.1.7l-48 27.9c-1.7 1-2.9 3.5-2.9 5.4v55.7c0 1.1.2 2.4 1 3.5l106.8-62c-.6-1.2-1.5-2.1-2.4-2.7z"/><path fill="#68217A" d="M10.7 95.3c.5.8 1.2 1.5 1.9 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58.378l-55.117-55.114c-3.172-3.174-8.32-3.174-11.497 0l-11.443 11.446 14.518 14.518c3.375-1.139 7.243-.375 9.932 2.314 2.703 2.706 3.462 6.607 2.293 9.993l13.992 13.994c3.385-1.167 7.292-.413 9.994 2.295 3.78 3.777 3.78 9.9 0 13.679-3.78 3.78-9.901 3.78-13.683 0-2.842-2.844-3.545-7.019-2.105-10.521l-13.048-13.049-.002 34.341c.922.455 1.791 1.063 2.559 1.828 3.779 3.777 3.779 9.898 0 13.683-3.779 3.777-9.904 3.777-13.679 0-3.778-3.784-4.088-9.905-.311-13.683.934-.933 1.855-1.638 2.855-2.11v-34.659c-1-.472-1.92-1.172-2.856-2.111-2.861-2.86-3.396-7.06-1.928-10.576l-14.233-14.313-37.754 37.79c-3.175 3.177-3.155 8.325.02 11.5l55.126 55.114c3.173 3.174 8.325 3.174 11.503 0l54.86-54.858c3.175-3.176 3.178-8.327.004-11.501z"/></svg> - </div> - <ul> - <li> - Developed and maintained the data pipeline - from data entry, to data validation, to data publication - for <i>Arcane Showdown</i> - </li> - <li> - Designed, built, and maintained a live operations scheduling and publishing web application for <i>DomiNations</i> - </li> - <li> - Implemented a localization system for <i>Arcane Showdown</i> which allowed the game to be released in different languages - </li> - <li> - Implemented game features on all parts of the stack, including tools, Unity client, and game servers - </li> - </ul> - </div> - <div class="experience-item"> - <div class="experience-header"> - <div> - <span><b>Teaching Assistant for Intro to Video Game Design</b></span> - <span><i>Johns Hopkins University</i></span> - </div> - <div> - <span>September 2017 to December 2017</span> - <span>Baltimore, MD</span> - </div> - </div> - <div class="experience-tech"> - <svg xmlns="http://www.w3.org/2000/svg" width="2222" height="2500" preserveAspectRatio="xMinYMin meet" viewBox="0 0 256 288"><path fill="#5C8DBC" d="M255.569 84.72c-.002-4.83-1.035-9.098-3.124-12.761-2.052-3.602-5.125-6.621-9.247-9.008-34.025-19.619-68.083-39.178-102.097-58.817-9.17-5.294-18.061-5.101-27.163.269C100.395 12.39 32.59 51.237 12.385 62.94 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MD</span> - </div> - </div> - <div class="experience-tech"> - <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 128 128"><path fill="#9B4F96" d="M115.4 30.7l-48.3-27.8c-.8-.5-1.9-.7-3.1-.7-1.2 0-2.3.3-3.1.7l-48 27.9c-1.7 1-2.9 3.5-2.9 5.4v55.7c0 1.1.2 2.4 1 3.5l106.8-62c-.6-1.2-1.5-2.1-2.4-2.7z"/><path fill="#68217A" d="M10.7 95.3c.5.8 1.2 1.5 1.9 1.9l48.2 27.9c.8.5 1.9.7 3.1.7 1.2 0 2.3-.3 3.1-.7l48-27.9c1.7-1 2.9-3.5 2.9-5.4v-55.7c0-.9-.1-1.9-.6-2.8l-106.6 62z"/><path fill="#fff" d="M85.3 76.1c-4.2 7.4-12.2 12.4-21.3 12.4-13.5 0-24.5-11-24.5-24.5s11-24.5 24.5-24.5c9.1 0 17.1 5 21.3 12.5l13-7.5c-6.8-11.9-19.6-20-34.3-20-21.8 0-39.5 17.7-39.5 39.5s17.7 39.5 39.5 39.5c14.6 0 27.4-8 34.2-19.8l-12.9-7.6zM97 66.2l.9-4.3h-4.2v-4.7h5.1l1.2-6.2h4.9l-1.2 6.1h3.8l1.2-6.1h4.8l-1.2 6.1h2.4v4.7h-3.3l-.9 4.3h4.2v4.7h-5.1l-1.2 6h-4.9l1.2-6h-3.8l-1.2 6h-4.8l1.2-6h-2.4v-4.7h3.3zm4.8 0h3.8l.9-4.3h-3.8l-.9 4.3z"/></svg> - <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 23 24"><path d="m15.266 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13.683-3.779 3.777-9.904 3.777-13.679 0-3.778-3.784-4.088-9.905-.311-13.683.934-.933 1.855-1.638 2.855-2.11v-34.659c-1-.472-1.92-1.172-2.856-2.111-2.861-2.86-3.396-7.06-1.928-10.576l-14.233-14.313-37.754 37.79c-3.175 3.177-3.155 8.325.02 11.5l55.126 55.114c3.173 3.174 8.325 3.174 11.503 0l54.86-54.858c3.175-3.176 3.178-8.327.004-11.501z"/></svg> - </div> - <ul> - <li> - Developed a tool using C# and GTK to improve the workflow of the quality assurance team for <i>DomiNations</i> - </li> - <li> - Wrote a comprehensive user manual that explains how the tool functions for both technical and non-technical users - </li> - </ul> - </div> - <div class="experience-item"> - <div class="experience-header"> - <div> - <span><b>Software Engineering Intern</b></span> - <span><i>Sparkypants Studios</i></span> - </div> - <div> - <span>May 2016 to August 2016</span> - <span>Baltimore, MD</span> - </div> - </div> - <div class="experience-tech"> - <svg xmlns="http://www.w3.org/2000/svg" width="2222" height="2500" preserveAspectRatio="xMinYMin meet" viewBox="0 0 256 288"><path fill="#5C8DBC" d="M255.569 84.72c-.002-4.83-1.035-9.098-3.124-12.761-2.052-3.602-5.125-6.621-9.247-9.008-34.025-19.619-68.083-39.178-102.097-58.817-9.17-5.294-18.061-5.101-27.163.269C100.395 12.39 32.59 51.237 12.385 62.94 4.064 67.757.015 75.129.013 84.711 0 124.166.013 163.62 0 203.076c.002 4.724.991 8.909 2.988 12.517 2.053 3.711 5.169 6.813 9.386 9.254 20.206 11.703 88.02 50.547 101.56 58.536 9.106 5.373 17.997 5.565 27.17.269 34.015-19.64 68.075-39.198 102.105-58.817 4.217-2.44 7.333-5.544 9.386-9.252 1.994-3.608 2.985-7.793 2.987-12.518 0 0 0-78.889-.013-118.345"/><path fill="#1A4674" d="M128.182 143.509L2.988 215.593c2.053 3.711 5.169 6.813 9.386 9.254 20.206 11.703 88.02 50.547 101.56 58.536 9.106 5.373 17.997 5.565 27.17.269 34.015-19.64 68.075-39.198 102.105-58.817 4.217-2.44 7.333-5.544 9.386-9.252l-124.413-72.074"/><path fill="#1A4674" d="M91.101 164.861c7.285 12.718 20.98 21.296 36.69 21.296 15.807 0 29.58-8.687 36.828-21.541l-36.437-21.107-37.081 21.352"/><path fill="#1B598E" d="M255.569 84.72c-.002-4.83-1.035-9.098-3.124-12.761l-124.263 71.55 124.413 72.074c1.994-3.608 2.985-7.793 2.987-12.518 0 0 0-78.889-.013-118.345"/><path fill="#FFF" d="M248.728 148.661h-9.722v9.724h-9.724v-9.724h-9.721v-9.721h9.721v-9.722h9.724v9.722h9.722v9.721M213.253 148.661h-9.721v9.724h-9.722v-9.724h-9.722v-9.721h9.722v-9.722h9.722v9.722h9.721v9.721"/><path fill="#FFF" d="M164.619 164.616c-7.248 12.854-21.021 21.541-36.828 21.541-15.71 0-29.405-8.578-36.69-21.296a42.062 42.062 0 0 1-5.574-20.968c0-23.341 18.923-42.263 42.264-42.263 15.609 0 29.232 8.471 36.553 21.059l36.941-21.272c-14.683-25.346-42.096-42.398-73.494-42.398-46.876 0-84.875 38-84.875 84.874 0 15.378 4.091 29.799 11.241 42.238 14.646 25.48 42.137 42.637 73.634 42.637 31.555 0 59.089-17.226 73.714-42.781l-36.886-21.371"/></svg> - </div> - <ul> - <li> - Developed a profiling framework for the game systems of <i>Dropzone</i> - </li> - </ul> - </div> - </div> - </section> - - <section class='resume_section'> - <h2>Education</h2> - <div class="resume_section_content"> - <div class="experience-item"> - <div class="experience-header"> - <div> - <span><b>BSc Computer Engineering at Johns Hopkins University</b></span> - <span>Baltimore, MD</span> - </div> - <div> - <span>September 2014 to December 2017</span> - </div> - </div> - <ul> - <li> - 3.53 GPA (Magna Cum Laude) - </li> - <li> - <i>Relevant Coursework</i>: Computer Graphics, Object Oriented Software Engineering, Linear Algebra, Video Game Engines and Design, Operating Systems, Data Structures - </li> - </ul> - </div> - </div> - </section> - - <section class="resume_section"> - <h2>Projects</h2> - <ul> - <li>My <b>self-hosted personal website</b> where I do small projects in WebAssembly and OpenGL: <a href="https://matthewkosarek.xyz">matthewkosarek.xyz</a> - <li>A <b>game engine</b> that I built in C++ and OpenGL: <a href="https://github.com/mattkae/MatteEngine"">github.com/mattkae/MatteEngine</a></li> - <li>My <b>self-installing emacs configuration</b>: <a href="https://git.matthewkosarek.xyz/emacs_config/">git.matthewkosarek.xyz/emacs_config/</a> </li> - <li>Unfinished website about <b>realtime physics in video games</b>: <a href="https://physicsforgames.com/">physicsforgames.com/</a> </li> - </ul> - </section> - </main> - </div> - </main> - </body> -</html> diff --git a/resume.js b/resume.js deleted file mode 100644 index f797759..0000000 --- a/resume.js +++ /dev/null @@ -1,12 +0,0 @@ - -function main() { - var fullScreenButton = document.getElementById('full_screen_button'), - resumeContainer = document.getElementById('resume'); - - fullScreenButton.addEventListener('click', function() { - resumeContainer.classList.toggle('resume_fullscreen'); - }); -} - - -window.onload = main; diff --git a/robots.txt b/robots.txt deleted file mode 100644 index d0cab32..0000000 --- a/robots.txt +++ /dev/null @@ -1,5 +0,0 @@ -User-agent: * -Sitemap: https://www.matthewkosarek.xyz/sitemap.txt -Disallow: /download -Disallow: /themes -Disallow: /favicon
\ No newline at end of file @@ -1 +1 @@ -python3 -m http.server 8080
\ No newline at end of file +python3 -m http.server 8080 --directory ./public
\ No newline at end of file diff --git a/sitemap.txt b/sitemap.txt deleted file mode 100644 index 56431a9..0000000 --- a/sitemap.txt +++ /dev/null @@ -1,2 +0,0 @@ -https://matthewkosarek.xyz -https://matthewkosarek.xyz/resume.html
\ No newline at end of file diff --git a/src/content/config.ts b/src/content/config.ts new file mode 100644 index 0000000..d8c4bec --- /dev/null +++ b/src/content/config.ts @@ -0,0 +1,12 @@ +import { defineCollection, z } from 'astro:content'; + +const posts = defineCollection({ + type: 'content', + schema: z.object({ + title: z.string(), + date: z.string(), + tags: z.array(z.string()), + }), +}); + +export const collections = { posts }; diff --git a/src/content/posts/dec_29_2025.md b/src/content/posts/dec_29_2025.md new file mode 100644 index 0000000..af5eaf4 --- /dev/null +++ b/src/content/posts/dec_29_2025.md @@ -0,0 +1,61 @@ +--- +title: "Update December 29, 2025" +date: "2025-12-29" +tags: ["update"] +--- + +## What have I been up to? + +2025 has been one busy year for me! I feel as though I've been working on a dozen things at once and have spent much of my working (and personal) days productively. Miracle finally feels like it's getting somewhere fast, the Flutter multi-window work is landing at a solid pace, and Mir is feeling like a truly solid option for Wayland compositor development. I will refrain from speaking too much on the Flutter and Mir work in this post, as those are best left in the hands of Canonical. + +## Miracle Update + +Miracle has come a long way this past year. I now feel entirely confident using it as my daily driver, minus a few hiccups that I encounter in-between releases. A lot of great things are cooking for 2026 too. + +One of the major upcoming features in Miracle is a **plugin system**. Having a plugin system in Miracle will empower 3rd party authors to extend the compositor in ways that I haven't currently imagined while also providing me with the flexibility to iterate quickly on designs. Many compositors already have plugin systems. For example, GNOME does this via JavaScript and Hyprland does this by dynamically loading shared libraries at runtime (note: this is my understanding as of writing this). Both of these solutions are reasonable, but they come with a few downsides. + +The "true" scripting language solution comes with the overhead of shipping a complicated interpreter inside of the compositor. In addition to this, plugin developers are forced to use a particular language, perhaps one that they are unfamiliar with. While you get increased programming flexibility from using a scripting language, you have to balance this with the introduced complexity of that language. + +The shared library approach also has its downsides. While dynamically loading a shared library at runtime is lightweight, it prevents users of the compositor from safely running plugins unless they first trust the plugin author. The shared library will be running inside of the same process as your very privileged compositor. This increases the attack surface to an extent that I would feel uncomfortable shipping to users. + +For these reasons, I decided that Miracle plugins will be written in **WebAssembly** with the help of [WasmEdge](https://wasmedge.org). The benefits of this approach are: + +1. WebAssembly runs in a lightweight bytecode engine +2. Many languages can compile down to WebAssembly (Rust will have first-class support to start) +3. WebAssembly plugins will only be able to access APIs that we provide (reducing the requirement of "trusting" the plugin author) + +The WebAssembly modules will implement certain functions by signature. Miracle will search for a particular signature in the module. If that signature is found, Miracle will delegate the function call defined by that signature to the WebAssembly module instead of Miracle's internal implementation. In this way, the WASM plugin will only have the data that it needs to perform an action. It is perfectly isolated from the rest of the process while also running quickly in the bytecode engine. Here is an example of an animation plugin that will linearly fade in a window: + +```rust +#[unsafe(no_mangle)] +pub extern "C" fn animate( + data: MiracleAnimationFrameData, +) -> MiracleAnimationFrameResult { + + let progress = data.runtime_seconds / data.duration_seconds; + let opacity = data.opacity_start + (data.opacity_end - data.opacity_start) * progress; + MiracleAnimationFrameResult { + completed: 0, + has_area: 1, + area: [data.destination[0], data.destination[1], data.destination[2], data.destination[3]], + has_transform: 0, + transform: [0.0; 16], + has_opacity: 1, + opacity, + } +} +``` + +While this is still in a prototype phase, the types defined here will be provided by a Rust crate in the future. The system should be very easy to use from Rust. + +In parallel with this work, I have been working on improving the **shell authoring** experience in Miracle. The beginning of this has been the initial [implementation of a background on floating containers](https://github.com/miracle-wm-org/miracle-wm/pull/745), but work is proceeding to things like built-in context menus, workspace overview modes, and much more. The idea is to have simple, built-in versions for many shell components while allowing users to provide their own custom clients for each shell element. To this end, I have been working on [miracle.dart](https://github.com/miracle-wm-org/miracle.dart), which is a Dart API that should enable users to easily interact with Miracle in Flutter and provide Flutter apps as shell elements. This API is still in early stages, however. + +At the same time, I have been working on improving the **floating window management** in Miracle. Miracle should be a competent floating window manager for those who need it. + +v0.9.0 of Miracle will probably be a long time in the making. My estimate is that early spring will see it released. However, it should be the penultimate release before I am ready to make v1.0.0 the first, official stable release. And who knows - maybe we'll even have a shell to go along with it! + +## Conclusion + +2025 has been a whirlwind of a year, and I'm sure that 2026 won't slow down at all for me. A lot of the long term projects that I've been working on are finally coming together, and I feel as though I am on the cusp of making software that I'm truly proud of. On top of that, I am engaged! What a time to be alive :) I hope you all have a lovely New Year with your friends, family, cats, dogs, and everything else. + +Keep on making great stuff ✌️ diff --git a/src/content/posts/jul_28_2025.md b/src/content/posts/jul_28_2025.md new file mode 100644 index 0000000..5a79623 --- /dev/null +++ b/src/content/posts/jul_28_2025.md @@ -0,0 +1,17 @@ +--- +title: "Update July 28, 2025" +date: "2025-07-28" +tags: ["update"] +--- + +## What have I been up to? + +Whoops! I missed this month's update by a *long* shot, but I still want to get it out there before the end of the month. + +This month was busy busy. I released [v0.6.0 of miracle-wm](https://github.com/miracle-wm-org/miracle-wm/releases/tag/v0.6.0) which adds a bunch of new features, go and check it out if you haven't already! I am nearly finished with the sway/i3 IPC support and have big plans to wrap that up before the middle of August. There really isn't much more to go on that front so I might as well close that chapter. On top of that, the more interesting features of miracle that I have planned (e.g. some built-in shell integrations) are motivating me to wrap up the boring parts first. + +Aside from miracle, I've continued to land a bunch of things in Mir recently around accessibility. The magnifier work is finally done, so go check that out if you use that feature in your day-to-day! I also did a *ton of work* to fix screenshooting on rotated displays. We were ignoring [wl_surface::set_buffer_transform](https://wayland.app/protocols/wayland#wl_surface:request:set_buffer_transform) in a big way. Now that we're not doing that, your screenshots should look perfect every time! + +Last but not least, the team has been making waves implementing multi-window in the Flutter toolkit. That's some really interesting and exciting work, so stay tuned for that if you're a Flutter developer! + +That's all I got! I will make another post shortly, maybe once miracle v0.7.0 is out. Have a great rest of your summer/winter 🪐 diff --git a/src/content/posts/june_08_2025.md b/src/content/posts/june_08_2025.md new file mode 100644 index 0000000..9e45df8 --- /dev/null +++ b/src/content/posts/june_08_2025.md @@ -0,0 +1,23 @@ +--- +title: "Update June 08, 2025" +date: "2025-06-08" +tags: ["update"] +--- + +## What have I been up to? + +Another month has gone by, so I guess it's time to see what I've been up to. + +Canonical hosted our company's sprint in Frankfurt, Germany during the month of May. It was a very productive time for the whole team. I always enjoy seeing everyone in person, talking through big issues face-to-face, and exploring a new city. I also got to spend some time in Zurich, Switzerland before the sprint began. Zurich is pretty awesome 🏔️! + +In miracle-wm, I have been going down quite the rabbit-hole 🐇! What began as a plan to fix the remaining warnings in the source code has snowballed into me implementing the rest of the IPC mechanism and testing the entire thing. This has been no small feat, as both sway and i3 implement a *lot* of different commands, and a failure to implement any one of them often leads to half-broken clients. I've had to make some "executive" decisions to ignore parts of the protocol that I deem irrelevant now (especially many of the X-specific bits), but it is a mostly compatible implementation. The good news is that I've nearly completed this journey and should be ready to release version `0.6.0` some time in the middle of June. + +Miracle is getting closer-and-closer to my vision of it every day. The only problem right now is finding the bandwidth to implement everything that I have in my head :) + +On the Mir side of things, I am still implementing the magnifier glass accessibility feature from before, but with a much-improved technical direction that we arrived at during our time in Frankfurt. Unfortunately, this required a quick detour to properly implement the `overlay_cursor` flag of [zwlr_screencopy_manager_v1::capture_output_region](https://wayland.app/protocols/wlr-screencopy-unstable-v1#zwlr_screencopy_manager_v1:request:capture_output:arg:overlay_cursor), as both screencopy and magnification rely on this same code path. The good news is that I'm quite close on this and it should be landing in full any day now 🤞 + +I also fixed [this very breaking bug](https://github.com/canonical/mir/pull/3968) that was actively preventing miracle from rendering on my second monitor, so that's good. + +In addition to these two projects, I am also reinvolving myself in the Flutter multi-window work. For those who don't know, we're trying to make it so that the Flutter toolkit can render to multiple surfaces. This is no small feat, as Flutter was originally written with the assumption that only a single "view" would ever be drawn to. However we've managed to make some great progress on it thus far, and we're very excited to land the first pull request imminently with the help of the folks over at Google! + +I hope you're having a great and productive summer 😎 diff --git a/src/content/posts/may_06_2025.md b/src/content/posts/may_06_2025.md new file mode 100644 index 0000000..8ed5f44 --- /dev/null +++ b/src/content/posts/may_06_2025.md @@ -0,0 +1,17 @@ +--- +title: "Update May 06, 2025" +date: "2025-05-06" +tags: ["update"] +--- + +## What have I been up to? + +I've been meaning to do these little blog-post type updates for a while, and I figured now is as good a time as any. So let's start :) + +In the world of miracle-wm, I've been hard at work writing a new settings application for the compositor called [miracle-settings](https://github.com/miracle-wm-org/miracle-settings). While the application is written in Flutter, the logic behind the application is entirely implemented in `libmiracle-wm-config.so`, a new library that will ship with miracle as part of `v0.6.0`. If Flutter isn't your cup of tea, you should be able to implement your own settings app for miracle in the language/toolkit of your choice by simply binding to the C (or C++!) API. + +I also implemented [wlr-output-management](https://wayland.app/protocols/wlr-output-management-unstable-v1) in miracle and changed how we do display configuration in a big way. The display configuration will now always be loaded from `$HOME/.config/miracle-wm/display.yaml`. Users should now be able to use apps like [wdisplays](https://github.com/artizirk/wdisplays) to change the output configuration at runtime, which is pretty cool! + +On the Mir project, I've been working on accessibility features (e.g. magnification) in addition to exposing some facilities for compositor authors to write end-to-end tests for Mir-based compositors. These new testing facilities should help us write tests in miracle in a big way. + +Also - my cat who ate a sewing needle last year has turned two! 🐱 diff --git a/src/content/posts/miracle_plugins.md b/src/content/posts/miracle_plugins.md new file mode 100644 index 0000000..0b8ec05 --- /dev/null +++ b/src/content/posts/miracle_plugins.md @@ -0,0 +1,406 @@ +--- +title: "Creating a WebAssembly Plugin System for Window Management (and beyond) in Miracle" +date: "2026-03-24" +tags: ["tech", "wayland", "miracle"] +--- + +Nothing quite makes you feel like you're using an exciting technology like a +plugin system. In fact, I would argue that this is one of the greatest draws of +the web today, at least from a business perspective. +Browsers provide a sandbox that runs JavaScript, HTML, CSS, and more. Developers +build apps using these technologies that the browser downloads and +executes safely. The entire program is delivered to the end-user on demand +within the confines of the browser. + +Extensibility is a large part of what makes the modern web useful for businesses +and tinkerers alike. In my opinion, it is also a large part of what makes +software exciting in general, as it provides a point of entry for hobbyists to +craft a system to their liking. + +## The State of Pluggable Window Management in Wayland + +Ever since the transition from X11 to Wayland, the Linux desktop has lost the +ability to make window management pluggable. Different +window managers and desktops have explored ways of accomplishing this, each with pros and +cons. Hyprland has a [plugin system](https://hypr.land/plugins/) that +dynamically loads and executes `.so` files. GNOME has an [extension +system](https://extensions.gnome.org/) +where users write extensions in JavaScript. River has introduced a [new +Wayland protocol](https://isaacfreund.com/blog/river-window-management/) for +window management. Lots of ideas are floating around, but this is definitely +a place that is still being explored 🔭. + +In my opinion, the ideal version of pluggable window management in Wayland would have +the following properties: + +- **Lightweight runtime**: running plugins does not slow down the system +- **Secure**: plugins are only provided with the minimal amount of information that + they need to do something useful +- **Synchronous**: async makes everything harder +- **Thread safe**: having to reason about thread safety makes everything hard +- **Language agnostic**: being tied to some weird scripting language makes everyone sad +- **Window manager agnostic**: it would be nice if the plugin worked across compositors + +Without going into too much detail, each of the solutions mentioned previously +makes some tradeoff between these considerations. You can read more +about what I view as the pros and cons of each solution [below](#ps-survey-of-other-approaches). + +## Miracle's WebAssembly Plugin System + +Miracle's new plugin system is based on <u>WebAssembly</u>. WebAssembly is +a lightweight, bytecode language that can be embedded in multiple contexts. +While it began in the web, it is truly an agnostic runtime that has utility +everywhere from embedded devices, to browsers, and now desktops. + +By using WebAssembly, we've created a plugin environment that very nearly meets +all of the criteria of my ideal plugin environment, minus the "window manager +agnostic" property. As I said previously, every solution will have some tradeoff 😅. + +Here's how it all works. Miracle runs a WebAssembly bytecode engine inside of it +(we're using [WasmEdge](https://wasmedge.org/) specifically). At runtime, Miracle loads the +plugins (`.wasm` files) that were specified by the user. Miracle then looks for +special function signatures exposed by the WebAssembly bytecode and calls them +at the appropriate times. While running, the plugin may access information about Miracle +via thread-safe methods that Miracle explicitly exposes to the plugin. Additionally, +plugins can use [WASI](https://wasi.dev/) to access standard services from the +host. In this way, plugins run confined in the WebAssembly bytecode engine with +just the level of access that they require. And because WebAssembly is just +bytecode, the host can execute and run it with near-native speed. + +Plugin authors can write plugins for Miracle in any language that +supports WebAssembly as a compilation target. The Miracle project will support an idiomatic +Rust crate for writing plugins for Miracle, which you can find +here: https://docs.miracle-wm.org/miracle_plugin/ 🦀. This crate abstracts away +the tricky communication-layer between Miracle and the WebAssembly plugin. If plugin +authors wish to write a plugin in another language, they can use the Rust implementation +as a reference. + +The plugin interface has a pleasant design. Whenever an event happens on a +Miracle object, the plugin is prompted to take some action on an event. For example, here +is a handful of events that the plugin can handle: + +- Placing, resizing, or transforming a window +- Focusing a window +- Requesting a workspace +- Handling a keyboard input event +- Handling a pointer input event +- Handling an animation update (window opening, window closing, window + moving, workspace switching, etc.) +- and more! + +If the plugin does not want to handle the event, they can simply not do so and let +Miracle (or the next plugin) handle it instead. + +Plugins will also be notified when an event happens, such as: + +- Window focused +- Window unfocused +- Window deleted +- Workspace created +- Workspace focused +- Workspace deleted +- and more! + +The plugin need not respond to any of these events, but they could take some action if they choose +to. For example, a plugin may focus a window on the appropriate workspace when the workspace changes. + +If you're interested in checking out an example usage of this API, +the best thus far is my [niri](https://github.com/niri-wm/niri) clone, aptly +named [miri](https://github.com/miracle-wm-org/miri-plugin). While this is in no +way a full Niri clone (yet!), it demonstrates the core semantics of the API, and +just how easy it is to use. Here is a little snippet of the window +management that goes on in Miri, with a bunch of details commented out: + +```rust +// ... + +impl Plugin for Miri { + fn place_new_window(&mut self, info: &WindowInfo) -> Option<Placement> { + if info.window_type != WindowType::Normal && info.window_type != WindowType::Freestyle { + return None; + } + + if info.state == WindowState::Attached { + return None; + } + + // ... commented out implementation details... + + Some(Placement::Freestyle(FreestylePlacement { + top_left: Point::new(rect.x, rect.y), + depth_layer: DepthLayer::Application, + workspace: None, + size: Size::new(rect.width, rect.height), + transform: Mat4::IDENTITY, + alpha: 1.0, + movable: false, + resizable: false, + })) + } + + fn window_deleted(&mut self, info: &WindowInfo) { + // .. remove the window and scroll to a new window if its in focus ... + } + + fn window_focused(&mut self, info: &WindowInfo) { + // ... scroll the new window into focus ... + } + + fn workspace_created(&mut self, workspace: &Workspace) { + // ... set the workspace up with empty data ... + } + + fn workspace_removed(&mut self, workspace: &Workspace) { + // ... re-home windows on that workspace ... + } + + fn workspace_focused(&mut self, _previous_id: Option<u64>, current: &Workspace) { + // ... see if we should focus another window ... + } + + fn workspace_area_changed(&mut self, workspace: &Workspace) { + // ... change the size of existing windows ... + } + + fn handle_keyboard_input(&mut self, event: KeyboardEvent) -> bool { + // ... handle Niri-specific keyboard inputs ... + } + + // ... and much more...! +} + +``` + +Miri will continue to be developed over the coming months 😄. + +But Miracle doesn't just offer window management via its plugin system. +One of the things that I always dislike about window managers is that I have to +configure them using some clunky file format. This format is good up to a point, +but it soon happens that my configuration is quite complex. What I _really_ want +in this situation is a <u>real</u> programming language. So that's just what I +added to Miracle! Instead of configuring your window manager in YAML, you can +now configure it in Rust 🦀. Here is a real example from my [dotfiles](https://github.com/mattkae/dotfiles/blob/master/config/miracle-wm/matts-config/src/lib.rs): + +```rust +impl Plugin for MyPlugin { + fn configure(&mut self) -> Option<Configuration> { + let mut config: Configuration = Configuration::default(); + + config.primary_modifier = Some(miracle_plugin::Modifier::Meta); + + let mut custom_actions: Vec<CustomKeyAction> = vec![]; + custom_actions.push(CustomKeyAction { + action: miracle_plugin::BindingAction::Down, + key: Key("d".to_string()), + modifiers: vec![Modifier::Primary], + command: "wofi --show=drun".to_string(), + }); + custom_actions.push(CustomKeyAction { + action: miracle_plugin::BindingAction::Down, + key: Key("S".to_string()), + modifiers: vec![Modifier::Primary], + command: "grimshot copy area".to_string(), + }); + custom_actions.push(CustomKeyAction { + action: miracle_plugin::BindingAction::Down, + key: Key("L".to_string()), + modifiers: vec![Modifier::Primary], + command: "swaylock".to_string(), + }); + custom_actions.push(CustomKeyAction { + action: miracle_plugin::BindingAction::Down, + key: Key("XF86AudioLowerVolume".to_string()), + modifiers: vec![], + command: "pamixer -d 10".to_string(), + }); + custom_actions.push(CustomKeyAction { + action: miracle_plugin::BindingAction::Down, + key: Key("XF86AudioRaiseVolume".to_string()), + modifiers: vec![], + command: "pamixer -i 10".to_string(), + }); + custom_actions.push(CustomKeyAction { + action: miracle_plugin::BindingAction::Down, + key: Key("XF86AudioMute".to_string()), + modifiers: vec![], + command: "pamixer -t".to_string(), + }); + custom_actions.push(CustomKeyAction { + action: miracle_plugin::BindingAction::Down, + key: Key("XF86MonBrightnessDown".to_string()), + modifiers: vec![], + command: "brightnessctl s 100-".to_string(), + }); + custom_actions.push(CustomKeyAction { + action: miracle_plugin::BindingAction::Down, + key: Key("XF86MonBrightnessUp".to_string()), + modifiers: vec![], + command: "brightnessctl s +100".to_string(), + }); + custom_actions.push(CustomKeyAction { + action: miracle_plugin::BindingAction::Down, + key: Key("E".to_string()), + modifiers: vec![Modifier::Primary], + command: "wlogout --protocol layer-shell".to_string(), + }); + custom_actions.push(CustomKeyAction { + action: miracle_plugin::BindingAction::Down, + key: Key("M".to_string()), + modifiers: vec![Modifier::Primary], + command: "miraclemsg workspace music".to_string(), + }); + + config.custom_key_actions = Some(custom_actions); + config.inner_gaps = Some(Gaps { x: 16, y: 16 }); + config.outer_gaps = Some(Gaps { x: 8, y: 8 }); + + let mut startup_apps: Vec<StartupApp> = vec![]; + startup_apps.push(StartupApp { + command: "waybar".to_string(), + restart_on_death: false, + no_startup_id: false, + should_halt_compositor_on_death: false, + in_systemd_scope: false, + }); + startup_apps.push(StartupApp { + command: "~/.local/bin/launch-swaybg.sh".to_string(), + restart_on_death: false, + no_startup_id: false, + should_halt_compositor_on_death: false, + in_systemd_scope: false, + }); + startup_apps.push(StartupApp { + command: "swaync".to_string(), + restart_on_death: false, + no_startup_id: false, + should_halt_compositor_on_death: false, + in_systemd_scope: false, + }); + config.startup_apps = Some(startup_apps); + + config.terminal = Some("kitty".to_string()); + + config.resize_jump = Some(50); + config.border = Some(BorderConfig { + size: 2, + radius: 4.0, + color: "0xbd93f9ff".to_string(), + focus_color: "0x50fa7bff".to_string(), + }); + + Some(config) + } +} +``` + +I love using a real programming language to configure. It makes me happy. + +All this being said, I think that the WebAssembly solution provides a solid +middleground for all of my ideals: + +- ✅ **Lightweight runtime**: WebAssembly is lightweight by design +- ✅ **Secure**: plugins are given only what they need from Miracle over the interface +- ✅ **Synchronous**: Miracle directly calls the plugin functions when it needs to +- ✅ **Thread safe**: Miracle guarantees thread-safe execution +- ✅ **Language agnostic**: WebAssembly is a compilation target for many languages (especially Rust) +- ⛔ **Window manager agnostic**: this is super-duper Miracle specific + +I am excited about the work that is being done in this area right now, especially +River's implementation. Perhaps one day I will implement it myself in Miracle, but +I plan to focus mostly on Miracle's WASM plugin system in the near future. + +## What's next? + +The plugin system will be released in Miracle 0.9.0, which should be published later this week. +Miri will receive an official version afterward. I am excited to see what you all +build with the new API. I will be around to offer support for the plugins that you build +on the [matrix channel](https://matrix.to/#/#miracle-wm:matrix.org). + +As you may be well aware, window management is only half the part of the desktop +story. The other part is the <u>shell</u>, which includes bars, +launchers, and a whole bunch of other stuff. My idea for this is to let Wayland clients +speak with plugins over the `MIRACLESOCK` (i.e. `SWAYSOCK`) +that Mir already exposes to clients like `waybar`. In this way, the window manager +will be able to tell clients about events so that the shell can update accordingly. +This bit is yet to be designed yet. + +Miracle is turning into so much more than just the tiling window manager that I originally +designed it to be. The plugin system is a culmination of a lot of my thinking over the past +couple years, and I am very excited to get it into people's hands. Happy coding! + +## Resources + +- https://github.com/miracle-wm-org/miracle-wm - miracle-wm +- https://docs.miracle-wm.org/miracle_plugin/ - Miracle's plugin API +- https://github.com/miracle-wm-org/miri-plugin - Miri plugin for Miracle +- https://github.com/mattkae/dotfiles - My dotfiles with my custom plugin + +## P.S.: Survey of Other Approaches + +Below are my thoughts weighing the pros and cons of existing solutions. +Considering each of them guided much of my thinking as a designed Miracle's +system, so it is worthwhile noting them here. I still think that River's +solution is the best of the existing bunch, if only for its interest in being +cross-compositor. + +### Dynamically Loading Shared Libraries + +This approach has been taken by Hyprland. + +**Pros**: + +- Lightweight runtime\*: the plugin code runs the same as the native code. +- _Maximal control_: the plugin can do whatever is allowed on the system, + including drawing complex graphics, reaching out to the internet, and more. +- _Common interface_: plugins are presumably programmed against the same + interface as the rest of the program + +**Cons**: + +- _Security_: you must trust the plugin author as much as you trust the author + of the host program +- _Language Lock-In_: plugins must typically use the language supported by the + API, although it is feasible for other bindings to be written on top of this. + +### Scripting Language + +This approach is common to GNOME and KDE, and is usually accomplished with +JavaScript, Lua, or some other scripting language embedded in the desktop. + +**Pros**: + +- _Security_: theoretically, the JavaScript can be sandboxed such that it has + minimal access ot the rest of the program. +- _Ease of use_: the general audience typically has a lot of exposure to + JavaScript and othe scripting languages, making it easy + +**Cons**: + +- _Language Lock-In_: it is typically infeasible to author plugins in a language + that is not provided by the host program, unless you're willing to do a LOT of work. +- _Heavy Runtime_: the host must ship an entire interpreter and runtime for the + given scripting language inside of it. + +### Wayland Protocol + +This is the approach recently suggested by the River project, which I find very +interesting. + +**Pros**: + +- _Window Manager Agnostic_: any window manager can implement the protocol, + making it a true global solution. +- _Language Agnostic_: Wayland clients can be written in any language, meaning + that window manager can too! +- _Security_: the window manager client has the same permissions as any othe + client running on the system, while remaining outside of the priveleged + compositor, who knows about things like input events, PIDs, etc. +- _Medium control_: the compositor can access most of what it is interested in, + minus the secret bits + +**Cons**: + +- _Async_: the Wayland protocol is asynchronous by nature, making frame-perfect + management difficult (although the author of River is doing a great job here). + +I actually think this is the best solution of the bunch thus far. diff --git a/src/fragments/posts/dec_29_2025.html b/src/fragments/posts/dec_29_2025.html new file mode 100644 index 0000000..0275a5e --- /dev/null +++ b/src/fragments/posts/dec_29_2025.html @@ -0,0 +1,91 @@ +<div id="outline-container-orgad9380a" class="outline-2"> +<h2 id="orgad9380a">What have I been up to?</h2> +<div class="outline-text-2" id="text-orgad9380a"> +<p> +2025 has been one busy year for me! I feel as though I've been working on a dozen things at once and have spent much of my working (and personal) days productively. Miracle finally feels like it's getting somewhere fast, the Flutter multi-window work is landing at a solid pace, and Mir is feeling like a truly solid option for Wayland compositor development. I will refrain from speaking too much on the Flutter and Mir work in this post, as those are best left in the hands of Canonical. +</p> +</div> +</div> +<div id="outline-container-orgadbf5a2" class="outline-2"> +<h2 id="orgadbf5a2">Miracle Update</h2> +<div class="outline-text-2" id="text-orgadbf5a2"> +<p> +Miracle has come a long way this past year. I now feel entirely confident using it as my daily driver, minus a few hiccups that I encounter in-between releases. A lot of great things are cooking for 2026 too, +</p> + +<p> +One of the major upcoming features in Miracle is a <b>plugin system</b>. Having a plugin system in Miracle will empower 3rd party authors to extend the compositor in ways that I haven't currently imagined while also providing me with the flexibility to iterate quickly on designs. Many compositors already have plugin systems. For example, GNOME does this via JavaScript and Hyprland does this by dynamically loading shared libraries at runtime (note: this is my understanding as of writing this). Both of these solutions are reasonable, but they come with a few downsides. +</p> + +<p> +The "true" scripting language solution comes with the overhead of shipping a complicated interpreter inside of the compositor. In addition to this, plugin developers are forced to use a particular language, perhaps one that they are unfamiliar with. While you get increased programming flexibility from using a scripting language, you have to balance this with the introduced complexity of that language. +</p> + +<p> +The shared library approach also has its downsides. While dynamically loading a shared library at runtime is lightweight, it prevents users of the compositor from safely running plugins unless they first trust the plugin author. The shared library will be running inside of the same process as your very priveleged compositor. This increases the attack surface to an extent that I would feel uncomfortable shipping to users. +</p> + +<p> +For these reasons, I decided that Miracle plugins will be written in <b>WebAssembly</b> with the help of <a href="https://wasmedge.org">WasmEdge</a>. The benefits of this approach are: +</p> + +<ol class="org-ol"> +<li>WebAssembly runs in a lightweight bytecode engine</li> +<li>Many languages can compile down to WebAssembly (Rust will have first-class support to start)</li> +<li>WebAssembly plugins will only be able to access APIs that we provide (reducing the requirement of "trusting" the plugin author)</li> +</ol> + +<p> +The WebAssembly modules will implement certain functions by signature. Miracle will search for a particular signature in the module. If that signature is found, Miracle will delegate the function call defined by that signature to the WebAssembly module instead of Miracle's internal implementation. In this way, the WASM plugin will only have the data that it needs to perform an action. It is perfectly isolated from the rest of the process while also running quickly in the bytecode engine. Here is an example of an animation plugin that will linearlly fade in a window: +</p> + +<div class="org-src-container"> +<pre class="src src-rust"><span class="org-preprocessor">#[</span><span class="org-rust-unsafe">unsafe</span><span class="org-preprocessor">(no_mangle)]</span> +<span class="org-keyword">pub</span> <span class="org-keyword">extern</span> <span class="org-string">"C"</span> <span class="org-keyword">fn</span> <span class="org-function-name">animate</span>( + <span class="org-variable-name">data</span>: <span class="org-type">MiracleAnimationFrameData</span>, +) -> <span class="org-type">MiracleAnimationFrameResult</span> { + + <span class="org-keyword">let</span> <span class="org-variable-name">progress</span> = data.runtime_seconds / data.duration_seconds; + <span class="org-keyword">let</span> <span class="org-variable-name">opacity</span> = data.opacity_start + (data.opacity_end - data.opacity_start) * progress; + <span class="org-type">MiracleAnimationFrameResult</span> { + <span class="org-variable-name">completed</span>: 0, + <span class="org-variable-name">has_area</span>: 1, + <span class="org-variable-name">area</span>: [data.destination[0], data.destination[1], data.destination[2], data.destination[3]], + <span class="org-variable-name">has_transform</span>: 0, + <span class="org-variable-name">transform</span>: [0.0; 16], + <span class="org-variable-name">has_opacity</span>: 1, + opacity, + } +} +</pre> +</div> + +<p> +While this is still in a prototype phase, the types defined here will be provided by a Rust crate in the future. The system should be very easy to use from Rust. +</p> + +<p> +In parallel with this work, I have been working on improving the <b>shell authoring</b> experience in Miracle. The beginning of this has been the initial <a href="https://github.com/miracle-wm-org/miracle-wm/pull/745">implementation of a background on floating containers</a>, but work is proceeding to things like built-in context menus, workspace overview modes, and much more. The idea is to have simple, built-in versions for many shell components while allowing users to provide their own custom clients for each shell element. To this end, I have been working on <a href="https://github.com/miracle-wm-org/miracle.dart">miracle.dart</a>, which is a Dart API that should enable users to easily interact with Miracle in Flutter and provide Flutter apps as shell elements. This API is still in early stages, however. +</p> + +<p> +At the same time, I have been working on improving the <b>floating window management</b> in Miracle. Miracle should be a competent floating window manager for those who need it. +</p> + +<p> +v0.9.0 of Miracle will probably be a long time in the making. My estimate is that early spring will see it released. However, it should be the penultimate release before I am ready to make v1.0.0 the first, official stable release. And who knows - maybe we'll even have a shell to go along with it! +</p> +</div> +</div> +<div id="outline-container-org27a93c2" class="outline-2"> +<h2 id="org27a93c2">Conclusion</h2> +<div class="outline-text-2" id="text-org27a93c2"> +<p> +2025 has been a whirlwind of a year, and I'm sure that 2026 won't slow down at all for me. A lot of the long term projects that I've been working on are finally coming together, and I feel as though I am on the cusp of making software that I'm truly proud of. On top of that, I am engaged! What a time to be alive :) I hope you all have a lovely New Year with your friends, family, cats, dogs, and everything else. +</p> + +<p> +Keep on making great stuff ✌️ +</p> +</div> +</div> diff --git a/posts/hello.html b/src/fragments/posts/hello.html index 8469f4e..6d99eb0 100644 --- a/posts/hello.html +++ b/src/fragments/posts/hello.html @@ -1,36 +1,6 @@ -<?xml version="1.0" encoding="utf-8"?> -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" -"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en"> -<head> -<meta http-equiv="Content-Type" content="text/html;charset=utf-8" /> -<meta name="viewport" content="width=device-width, initial-scale=1" /> -<title>Hello, Org</title> -<meta name="generator" content="Org Mode" /> - -<link rel="stylesheet" href="/index.css" /> -<link rel="stylesheet" href="/posts/post.css" /> -<link rel="shortcut icon" href="/favicon/favicon.ico" type="image/x-icon"> -<script src='/posts/post.js'></script> -</head> -<body> -<div id="org-div-home-and-up"> - <a accesskey="h" href="/posts/sitemap.html"> UP </a> - <a accesskey="H" href="/"> HOME </a> -</div><div id="preamble" class="status"> - - <div class="org-article-title"> - <h1>Hello, Org</h1> - <span>Last modified: 2023-06-20 Tue 11:45</span> - </div> -</div> -<div id="content" class="content"> - - - -<div id="outline-container-org8ca89e4" class="outline-2"> -<h2 id="org8ca89e4">TLDR</h2> -<div class="outline-text-2" id="text-org8ca89e4"> +<div id="outline-container-org787a39b" class="outline-2"> +<h2 id="org787a39b">TLDR</h2> +<div class="outline-text-2" id="text-org787a39b"> <ul class="org-ul"> <li>Create a new folder</li> <li>Put <a href="https://raw.githubusercontent.com/mattkae/matthewkosarek-xyz/master/index.css">index.css</a>, <a href="https://raw.githubusercontent.com/mattkae/matthewkosarek-xyz/master/publish.el">publish.el</a>, and <a href="https://github.com/mattkae/matthewkosarek-xyz/blob/master/publish.sh">publish.sh</a> in the folder</li> @@ -44,10 +14,9 @@ </ul> </div> </div> - -<div id="outline-container-orgdbe8752" class="outline-2"> -<h2 id="orgdbe8752">Introduction</h2> -<div class="outline-text-2" id="text-orgdbe8752"> +<div id="outline-container-org9791219" class="outline-2"> +<h2 id="org9791219">Introduction</h2> +<div class="outline-text-2" id="text-org9791219"> <p> I've recently fallen in love with <code>org-mode</code>, specifically when I use it with <a href="https://www.orgroam.com/">org-roam</a>. I find the whole workflow of creating, tagging, and - later on - searching for information on my computer to be very elegant. On top of that, now that I have the time, I want to begin writing blog posts to better work out my thoughts. With both of these things in mind, I am again turning to the universal tool for human prospering: <code>org-mode</code>. This time, I want to see how it can help me turn a simple org file into a blog post on my website. My requirements are: </p> @@ -70,10 +39,9 @@ And that's pretty much it for now. Without further ado, let's jump into getting </p> </div> </div> - -<div id="outline-container-orgaada31d" class="outline-2"> -<h2 id="orgaada31d">Basic HTML File</h2> -<div class="outline-text-2" id="text-orgaada31d"> +<div id="outline-container-orgd11e2dc" class="outline-2"> +<h2 id="orgd11e2dc">Basic HTML File</h2> +<div class="outline-text-2" id="text-orgd11e2dc"> <p> As a pilot, we are going to use this org file that I am currently writing (<code>hello.org</code>) as our guinea pig. The goal is to have this org file be our very first blog post. </p> @@ -113,10 +81,9 @@ We then do a <code>chmod +x publish.sh</code> to make it an executable and run i </p> </div> </div> - -<div id="outline-container-orgd7e6626" class="outline-2"> -<h2 id="orgd7e6626">Disabling features that we don't want</h2> -<div class="outline-text-2" id="text-orgd7e6626"> +<div id="outline-container-org7baf09b" class="outline-2"> +<h2 id="org7baf09b">Disabling features that we don't want</h2> +<div class="outline-text-2" id="text-org7baf09b"> <p> The next thing will be to remove some of the generated items that I didn't ask for, namely the table of contents, author, section numbers, creation time stamp, and the validation link. </p> @@ -145,10 +112,9 @@ The next thing will be to remove some of the generated items that I didn't ask f </div> </div> </div> - -<div id="outline-container-orgfe549f7" class="outline-2"> -<h2 id="orgfe549f7">Styling & Code Highlighting</h2> -<div class="outline-text-2" id="text-orgfe549f7"> +<div id="outline-container-orgf7486d4" class="outline-2"> +<h2 id="orgf7486d4">Styling & Code Highlighting</h2> +<div class="outline-text-2" id="text-orgf7486d4"> <p> Next thing on our list is custom styling. This can be achieved by first installing the <code>htmlize</code> package from <code>melpa</code> / <code>elpa</code>. The EmacsWiki describes this as "a package for exporting the contents of an Emacs buffer to HTML while respecting display properties such as colors, fonts, underlining, invisibility, etc" (<a href="https://www.emacswiki.org/emacs/Htmlize">reference</a>). If used "out-of-the-box", the buffer will be exported to HTML with all of the styles inlined (e.g. if you underline something in your org file, you will generate a <code><span style="text-decoration: underline">...</span></code>). However, we are more interested in styling everything by ourselves: we don't want <code>htmlize</code> making assumptions about what underlining means to us! Luckily, <code>htmlize</code> gives us the option to export with class names instead of inline styles so that we can specify each style for ourselves. </p> @@ -318,10 +284,9 @@ If we run the publish again, we can see that we have full styling on our code sn </p> </div> </div> - -<div id="outline-container-org854b984" class="outline-2"> -<h2 id="org854b984">Images</h2> -<div class="outline-text-2" id="text-org854b984"> +<div id="outline-container-orgc38dd50" class="outline-2"> +<h2 id="orgc38dd50">Images</h2> +<div class="outline-text-2" id="text-orgc38dd50"> <p> Our first two criteria have been met! Next on the list is solving images. As an example, let's use this <a href="file:///_posts/assets/squirrel.jpg">squirrel image</a> that I found online with an open source license. The ideal situation would be: </p> @@ -366,18 +331,16 @@ So what's the fix here? Well, we have two options, but I am going to go with the That's all there is to it! There are simpler ways as well, but that should do it: </p> -<div id="org9f865ab" class="figure"> +<div id="org8bef92f" class="figure"> <p><img src="/_posts/assets/squirrel.jpg" alt="squirrel.jpg" width="300" /> </p> <p><span class="figure-number">Figure 1: </span>A Cute Squirrel</p> </div> </div> </div> - - -<div id="outline-container-orgd7096b3" class="outline-2"> -<h2 id="orgd7096b3">Creation Date</h2> -<div class="outline-text-2" id="text-orgd7096b3"> +<div id="outline-container-orgdc6bbf2" class="outline-2"> +<h2 id="orgdc6bbf2">Creation Date</h2> +<div class="outline-text-2" id="text-orgdc6bbf2"> <p> Let's add the creation date below the title next. To start, we will modify the publish command to remove the title (<code>:with-title nil</code>) and, in its place, show a preamble bit of HTML that contains a formatted <code>div</code> with the title and the "last modified" span.z </p> @@ -436,10 +399,9 @@ Note that the downside of this is that the created date will change whenever you </p> </div> </div> - -<div id="outline-container-org5fd9dcc" class="outline-2"> -<h2 id="org5fd9dcc">Generating the Directory</h2> -<div class="outline-text-2" id="text-org5fd9dcc"> +<div id="outline-container-org1111fe8" class="outline-2"> +<h2 id="org1111fe8">Generating the Directory</h2> +<div class="outline-text-2" id="text-org1111fe8"> <p> For every org file in my <code>_posts</code> folder, I would like to create a link to the generated HTML file at the <code>/posts.html</code> page of my website. You can think of this as the "directory" of all posts. My criteria is: </p> @@ -499,10 +461,9 @@ If you open the <code>sitemap.html</code> file in your browser, you will see a b From here, you may customize it however you like. The following are my customizations. </p> </div> - -<div id="outline-container-orga131ca9" class="outline-3"> -<h3 id="orga131ca9">Sitemap Title</h3> -<div class="outline-text-3" id="text-orga131ca9"> +<div id="outline-container-org6791306" class="outline-3"> +<h3 id="org6791306">Sitemap Title</h3> +<div class="outline-text-3" id="text-org6791306"> <p> I changed the title to "Matthew's Blog Posts". </p> @@ -524,11 +485,9 @@ I changed the title to "Matthew's Blog Posts". </div> </div> </div> - - -<div id="outline-container-org39e11a9" class="outline-3"> -<h3 id="org39e11a9">Format blog entries in the list</h3> -<div class="outline-text-3" id="text-org39e11a9"> +<div id="outline-container-org2bc592d" class="outline-3"> +<h3 id="org2bc592d">Format blog entries in the list</h3> +<div class="outline-text-3" id="text-org2bc592d"> <p> I like to include the creation date on the blog posts. To do this, we can use <code>org-publish-find-property</code> to find the date property of the org file. Afterward, we can format a string that includes our formatted timestamp and the <code>org-publish-sitemap-default-entry</code>, which is just a link with the title of the post. </p> @@ -549,10 +508,9 @@ I like to include the creation date on the blog posts. To do this, we can use <c </div> </div> </div> - -<div id="outline-container-org22c8fbe" class="outline-2"> -<h2 id="org22c8fbe">Tags & Filtering</h2> -<div class="outline-text-2" id="text-org22c8fbe"> +<div id="outline-container-orgcb8caaf" class="outline-2"> +<h2 id="orgcb8caaf">Tags & Filtering</h2> +<div class="outline-text-2" id="text-orgcb8caaf"> <p> I use <a href="https://www.orgroam.com/">Org-roam</a> for all of my note-taking and, in the next blog post, I plan to demonstrate how I will hook up my Org-roam note-taking workflow to my blogging. In the meantime, just know that we can add tags to the top of our org files like this: </p> @@ -772,15 +730,11 @@ Finally, let's append the following to <code>posts/posts.css</code> so that our </div> </div> </div> - -<div id="outline-container-org85c3052" class="outline-2"> -<h2 id="org85c3052">Conclusion</h2> -<div class="outline-text-2" id="text-org85c3052"> +<div id="outline-container-org90e78ae" class="outline-2"> +<h2 id="org90e78ae">Conclusion</h2> +<div class="outline-text-2" id="text-org90e78ae"> <p> There are many more customizations that I plan to do on this system in the future, but I plan to leave this for now so that I can actually get to some blogging. I will proofread and fix my mistakes as time goes on, but this should be a good jumping off point for anyone interested in using org for their own blogging system. </p> </div> </div> -</div> -</body> -</html> diff --git a/src/fragments/posts/jul_28_2025.html b/src/fragments/posts/jul_28_2025.html new file mode 100644 index 0000000..1e2cca6 --- /dev/null +++ b/src/fragments/posts/jul_28_2025.html @@ -0,0 +1,24 @@ +<div id="outline-container-org076f0a3" class="outline-2"> +<h2 id="org076f0a3">What have I been up to?</h2> +<div class="outline-text-2" id="text-org076f0a3"> +<p> +Whoops! I missed this month's update by a <i>long</i> shot, but I still want to get it out there before the end of the month. +</p> + +<p> +This month was busy busy. I released <a href="https://github.com/miracle-wm-org/miracle-wm/releases/tag/v0.6.0">v0.6.0 of miracle-wm</a> which adds a bunch of new features, go and check it out if you haven't already! I am nearly finished with the sway/i3 IPC support and have big plans to wrap that up before the middle of August. There really isn't much more to go on that front so I might as well close that chapter. On top of that, the more interesting features of miracle that I have planned (e.g. some built-in shell integrations) are motivating me to wrap up the boring parts first. +</p> + +<p> +Aside from miracle, I've continued to land a bunch of things in Mir recently around accessibility. The magnifier work is finally done, so go check that out if you use that feature in your day-to-day! I also did a <i>ton of work</i> to fix screenshooting on rotated displays. We were ignoring <a href="https://wayland.app/protocols/wayland#wl_surface:request:set_buffer_transform">wl<sub>surface</sub>::set<sub>buffer</sub><sub>transform</sub></a> in a big way. Now that we're not doing that, your screenshots should like perfect every time! +</p> + +<p> +Last but not least, the team has been making waves implementing multi-window in the Flutter toolkit. That's some really interesting and exciting work, so stay tuned for that if you're a Flutter developer! +</p> + +<p> +That's all I got! I will make another post shortly, maybe once miracle v0.7.0 is out. Have a great rest of your summer/winter 🪐 +</p> +</div> +</div> diff --git a/src/fragments/posts/june_08_2025.html b/src/fragments/posts/june_08_2025.html new file mode 100644 index 0000000..c573470 --- /dev/null +++ b/src/fragments/posts/june_08_2025.html @@ -0,0 +1,36 @@ +<div id="outline-container-orgc94e5c3" class="outline-2"> +<h2 id="orgc94e5c3">What have I been up to?</h2> +<div class="outline-text-2" id="text-orgc94e5c3"> +<p> +Another month has gone by, so I guess it's time to see what I've been up to. +</p> + +<p> +Canonical hosted our company's sprint in Frankfurt, Germany during the month of May. It was a very productive time for the whole team. I always enjoy seeing everyone in person, talking through big issues face-to-face, and exploring a new city. I also got to spend some time in Zurich, Switzerland before the sprint began. Zurich is pretty awesome 🏔️! +</p> + +<p> +In miracle-wm, I have been going down quite the rabbit-hole🐇! What began as a plan to fix the remaining warnings in the source code has snowballed into me implemnenting the rest of the IPC mechanism and testing the entire thing. This has been no small feat, as both sway and i3 implement a <span class="underline">lot</span> of different commands, and a failure to implement any one of them often leads to half-broken clients. I've had to make some "executive" decisions to ignore parts of the protocol that I deem irrelevant now (especially many of the X-specific bits), but it is a mostly compatible implementation. The good news is that I've nearly completed this journey and should be ready to release version <code>0.6.0</code> some time in the middle of June. +</p> + +<p> +Miracle is getting closer-and-closer to my vision of it every day. The only problem right now is finding the bandwidth to implement everything that I have in my head :) +</p> + +<p> +On the Mir side of things, I am still implementing the magnifier glass accessibility feature from before, but with a much-improved technical direction that we arrived at during our time in Frankfurt. Unfortunately, this required a quick detour to properly implement the <code>overlay_cursor</code> flag of <a href="https://wayland.app/protocols/wlr-screencopy-unstable-v1#zwlr_screencopy_manager_v1:request:capture_output:arg:overlay_cursor">zwlr<sub>screencopy</sub><sub>manager</sub><sub>v1</sub>::capture<sub>output</sub><sub>region</sub></a>, as both screencopy and magnification rely on this same code path. The good news is that I'm quite close on this and it should be landing in full any day now 🤞 +</p> + +<p> +I also fixed <a href="https://github.com/canonical/mir/pull/3968">this very breaking bug</a> that was actively preventing miracle from rendering on my second monitor, so that's good. +</p> + +<p> +On addition to these two projects, I am also reinvolving myself in the Flutter multi-window work. For those who don't know, we're trying to make it so that the Flutter toolkit can render to multiple surfaces. This is no small feat, as Flutter was originally written with the assumption that only a single "view" would ever be drawn too. However we've managed to make some great progress on it thus far, and we're very excited to land the first pull request imminently with the help of the folks over a Google! +</p> + +<p> +I hope you're having a great and productive summer 😎 +</p> +</div> +</div> diff --git a/src/fragments/posts/may_06_2025.html b/src/fragments/posts/may_06_2025.html new file mode 100644 index 0000000..0b453a4 --- /dev/null +++ b/src/fragments/posts/may_06_2025.html @@ -0,0 +1,24 @@ +<div id="outline-container-orgc20be97" class="outline-2"> +<h2 id="orgc20be97">What have I been up to?</h2> +<div class="outline-text-2" id="text-orgc20be97"> +<p> +I've been meaning to do these little blog-post type updates for a while, and I figured now is as good a time as any. So let's start :) +</p> + +<p> +In the world of miracle-wm, I've been hard at work writing a new settings application for the compositor called <a href="https://github.com/miracle-wm-org/miracle-settings">miracle-settings</a>. While the application is written in Flutter, the logic behind the application is entirely implemented in <code>libmiracle-wm-config.so</code>, a new library that will ship with miracle as part of <code>v0.6.0</code>. If Flutter isn't your cup of tea, you should be able to implement your own settings app for miracle in the language/toolkit of your choice by simply binding to the C (or C++!) API. +</p> + +<p> +I also implemented <a href="https://wayland.app/protocols/wlr-output-management-unstable-v1">wlr-output-management</a> in miracle and changed how we do display configuration in a big way. The display configuration will now always be loaded from <code>$HOME/.config/miracle-wm/display.yaml</code>. Users should now be able to use apps like <a href="https://github.com/artizirk/wdisplays">wdisplays</a> to change the output configuration at runtime, which is pretty cool! +</p> + +<p> +On the Mir project, I've been working on accessibility features (e.g. magnification) in addition to exposing some facilities for compositor authors to write end-to-end tests for Mir-based compositors. These new testing facilities should help us write tests in miracle in a big way. +</p> + +<p> +Also - my cat who ate a sewing needle last year has turned two! 🐱 +</p> +</div> +</div> diff --git a/src/layouts/BaseLayout.astro b/src/layouts/BaseLayout.astro new file mode 100644 index 0000000..57077ec --- /dev/null +++ b/src/layouts/BaseLayout.astro @@ -0,0 +1,82 @@ +--- +import '../styles/index.css'; + +interface Props { + title: string; + description?: string; +} + +const { + title, + description = "The personal website of Matthew Kosarek", +} = Astro.props; +--- + +<!DOCTYPE html> +<html lang="en"> + <head> + <meta name="viewport" content="width=device-width, initial-scale=1.0"> + <meta charset="utf-8"> + <title>{title}</title> + <link rel="preconnect" href="https://fonts.googleapis.com"> + <link rel="preconnect" href="https://fonts.gstatic.com" crossorigin> + <link href='https://fonts.googleapis.com/css?family=Noto Sans' rel='stylesheet'> + <link href="https://fonts.googleapis.com/css2?family=Space+Grotesk:wght@300..700&display=swap" rel="stylesheet"> + <link rel="shortcut icon" href="/favicon/favicon.ico" type="image/x-icon"> + <meta name="description" content={description}> + <script is:inline> + (function() { + var saved = localStorage.getItem('theme'); + var prefersDark = window.matchMedia('(prefers-color-scheme: dark)').matches; + if (saved === 'dark' || (!saved && prefersDark)) { + document.documentElement.setAttribute('data-theme', 'dark'); + } else if (saved === 'light') { + document.documentElement.setAttribute('data-theme', 'light'); + } + })(); + </script> + </head> + <body> + <header> + <nav> + <ul> + <li><a href='/'>🏡 Home</a></li> + <li><a href='/resume'>📘 CV</a></li> + <li><a href='/posts'>📝 Posts</a></li> + <li style="margin-left: auto"> + <button id="theme-toggle" aria-label="Toggle color theme">Dark</button> + </li> + </ul> + </nav> + </header> + <slot /> + <script is:inline> + (function() { + var btn = document.getElementById('theme-toggle'); + var root = document.documentElement; + + function getCurrentTheme() { + var explicit = root.getAttribute('data-theme'); + if (explicit) return explicit; + return window.matchMedia('(prefers-color-scheme: dark)').matches ? 'dark' : 'light'; + } + + function setTheme(theme) { + root.setAttribute('data-theme', theme); + localStorage.setItem('theme', theme); + updateButton(theme); + } + + function updateButton(theme) { + btn.textContent = theme === 'dark' ? '🌗 Light' : '🌗 Dark'; + } + + updateButton(getCurrentTheme()); + + btn.addEventListener('click', function() { + setTheme(getCurrentTheme() === 'dark' ? 'light' : 'dark'); + }); + })(); + </script> + </body> +</html> diff --git a/src/layouts/PostLayout.astro b/src/layouts/PostLayout.astro new file mode 100644 index 0000000..7b9d85c --- /dev/null +++ b/src/layouts/PostLayout.astro @@ -0,0 +1,20 @@ +--- +import BaseLayout from './BaseLayout.astro'; +import '../styles/post.css'; + +interface Props { + title: string; +} + +const { title } = Astro.props; +--- + +<BaseLayout title={title}> + <div class="org-article-title"> + <h1>{title}</h1> + <a href="/posts/feed.xml">RSS Feed</a> + </div> + <div class="org-article-content"> + <slot /> + </div> +</BaseLayout> diff --git a/src/pages/index.astro b/src/pages/index.astro new file mode 100644 index 0000000..5ef947e --- /dev/null +++ b/src/pages/index.astro @@ -0,0 +1,46 @@ +--- +import BaseLayout from '../layouts/BaseLayout.astro'; +--- + +<BaseLayout title="Matthew Kosarek" description="The personal website of Matthew Kosarek"> + <div id="theme_container"> + <canvas id="theme_canvas"></canvas> + </div> + + <section> + <h2>About Me</h2> + <p> + Hi there 🌊 My name is Matthew Kosarek. + I am a computer programmer from northern New Jersey and I currently live in Philadelphia, PA. I work at Canonical on + <a href="https://github.com/canonical/mir">Mir</a> and I am currently building + <a href="https://github.com/miracle-wm-org/miracle-wm">miracle-wm</a>, a Mir-based tiling window manager. + </p> + </section> + <section> + <h2>Links</h2> + <ul> + <li><a href="https://github.com/mattkae">Github</a>: my personal github with most of my projects</li> + <li><a href="https://git.matthewkosarek.xyz">CGit</a>: my self-hosted git instance with a few of my projects</li> + <li style="display: none;"><a href="https://physicsforgames.com">physicsforgames.com</a>: a project that I'm currently working on in my spare time where I explore the world of realtime physics</li> + <li><a href="https://www.linkedin.com/in/matthew-kosarek/">LinkedIn</a></li> + </ul> + </section> + + <section id="theme_section"> + <div id="theme_selector"> + <button id="theme_button_default">🙂<span class="theme_button_text">Default</span></button> + <button id="theme_button_autumn">🍁<span class="theme_button_text">Autumn</span></button> + <button id="theme_button_winter">⛄<span class="theme_button_text">Winter</span></button> + <button id="theme_button_spring">🐦<span class="theme_button_text">Spring</span></button> + <button id="theme_button_summer">🌻<span class="theme_button_text">Summer</span></button> + </div> + </section> + + <script> + function main() { + } + + main(); + </script> + <script is:inline src="/themes/dist/output.js"></script> +</BaseLayout> diff --git a/src/pages/posts/[slug].astro b/src/pages/posts/[slug].astro new file mode 100644 index 0000000..0f29ec5 --- /dev/null +++ b/src/pages/posts/[slug].astro @@ -0,0 +1,19 @@ +--- +import { getCollection, type CollectionEntry } from 'astro:content'; +import PostLayout from '../../layouts/PostLayout.astro'; + +export async function getStaticPaths() { + const posts = await getCollection('posts'); + return posts.map((post: CollectionEntry<'posts'>) => ({ + params: { slug: post.slug }, + props: { post }, + })); +} + +const { post } = Astro.props as { post: CollectionEntry<'posts'> }; +const { Content } = await post.render(); +--- + +<PostLayout title={post.data.title}> + <Content /> +</PostLayout> diff --git a/src/pages/posts/feed.xml.ts b/src/pages/posts/feed.xml.ts new file mode 100644 index 0000000..43b9b84 --- /dev/null +++ b/src/pages/posts/feed.xml.ts @@ -0,0 +1,21 @@ +import rss from '@astrojs/rss'; +import { getCollection } from 'astro:content'; +import { marked } from 'marked'; +import type { APIContext } from 'astro'; + +export async function GET(context: APIContext) { + const posts = await getCollection('posts'); + posts.sort((a, b) => b.data.date.localeCompare(a.data.date)); + + return rss({ + title: "Matthew Kosarek's Blog", + description: 'Updates and thoughts from Matthew Kosarek', + site: context.site ?? 'https://matthewkosarek.xyz', + items: posts.map(post => ({ + title: post.data.title, + pubDate: new Date(post.data.date), + link: `/posts/${post.slug}/`, + content: marked(post.body) as string, + })), + }); +} diff --git a/src/pages/posts/index.astro b/src/pages/posts/index.astro new file mode 100644 index 0000000..b3ea740 --- /dev/null +++ b/src/pages/posts/index.astro @@ -0,0 +1,88 @@ +--- +import { getCollection, type CollectionEntry } from 'astro:content'; +import BaseLayout from '../../layouts/BaseLayout.astro'; +import '../../styles/post.css'; +import '../../styles/sitemap.css'; + +const allPosts = await getCollection('posts'); +allPosts.sort((a: CollectionEntry<'posts'>, b: CollectionEntry<'posts'>) => b.data.date.localeCompare(a.data.date)); + +function formatDate(dateStr: string): string { + const [year, month, day] = dateStr.split('-').map(Number); + const d = new Date(year, month - 1, day); + return d.toLocaleDateString('en-US', { month: 'long', day: '2-digit', year: 'numeric' }); +} +--- + +<BaseLayout title="Posts"> + <div class="org-article-title"> + <h1></h1> + <a href="/posts/feed.xml">RSS Feed</a> + </div> + + <div id="tag-filter-container"></div> + + <div id="content" class="content"> + <ul class="org-ul" id="posts-list"> + {allPosts.map((post: CollectionEntry<'posts'>) => ( + <li data-tags={post.data.tags.join(',')}> + <p><a href={`/posts/${post.slug}`}>{post.data.title}</a></p> + <div class="sitemap_date"><p>{formatDate(post.data.date)}</p></div> + <div class="sitemap_tag"><p>{post.data.tags.join(',')}</p></div> + </li> + ))} + </ul> + </div> + + <script is:inline> + (function () { + const list = document.getElementById('posts-list'); + const filterContainer = document.getElementById('tag-filter-container'); + if (!list || !filterContainer) return; + + const items = Array.from(list.querySelectorAll('li[data-tags]')); + + // Collect unique tags + const tagSet = new Set(); + items.forEach(item => { + const tags = item.getAttribute('data-tags') || ''; + tags.split(',').filter(Boolean).forEach(t => tagSet.add(t.trim())); + }); + + if (tagSet.size === 0) return; + + // Track which tags are enabled + const enabledTags = new Set(tagSet); + + function applyFilter() { + items.forEach(item => { + const itemTags = (item.getAttribute('data-tags') || '') + .split(',') + .filter(Boolean) + .map(t => t.trim()); + const visible = itemTags.some(t => enabledTags.has(t)) || itemTags.length === 0; + item.style.display = visible ? '' : 'none'; + }); + } + + // Create filter buttons + tagSet.forEach(tag => { + const btn = document.createElement('span'); + btn.textContent = tag; + btn.className = 'tag-filter-item'; + btn.dataset.tag = tag; + btn.addEventListener('click', () => { + if (enabledTags.has(tag)) { + enabledTags.delete(tag); + btn.classList.add('disabled'); + } else { + enabledTags.add(tag); + btn.classList.remove('disabled'); + } + applyFilter(); + }); + filterContainer.appendChild(btn); + }); + })(); + </script> +</BaseLayout> diff --git a/src/pages/resume.astro b/src/pages/resume.astro new file mode 100644 index 0000000..b8bf02b --- /dev/null +++ b/src/pages/resume.astro @@ -0,0 +1,225 @@ +--- +import BaseLayout from '../layouts/BaseLayout.astro'; +import '../styles/resume.css'; +import '../styles/resume.mobile.css'; +--- + +<BaseLayout + title="Matthew Kosarek - Resume" + description="The hosted resume of Matthew Kosarek" +> + <script> + function main() { + var fullScreenButton = document.getElementById('full_screen_button'), + resumeContainer = document.getElementById('resume'); + + fullScreenButton.addEventListener('click', function() { + resumeContainer.classList.toggle('resume_fullscreen'); + }); + } + + window.onload = main; + </script> + + <main id='resume'> + <div id='resume_button_container'> + <button id='full_screen_button' title='Toggle Fullscreen'> + ⛶ + </button> + <a href='download/cv.pdf' download title='Download as PDF'> + 📥 + </a> + </div> + <div id="resume_container"> + <header id="resume_sidebar"> + <div id="resume_header"> + <span class="resume_header_name">Matthew</br> Kosarek</span> + + <div id="resume_header_contact"> + <span><i>🖥️</i> Software Developer</span> + <span><i>🔗</i> <a href="https://matthewkosarek.xyz">matthewkosarek.xyz</a></span> + <span> + <i><svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" viewBox="0 0 24 24"><path d="M12 0c-6.626 0-12 5.373-12 12 0 5.302 3.438 9.8 8.207 11.387.599.111.793-.261.793-.577v-2.234c-3.338.726-4.033-1.416-4.033-1.416-.546-1.387-1.333-1.756-1.333-1.756-1.089-.745.083-.729.083-.729 1.205.084 1.839 1.237 1.839 1.237 1.07 1.834 2.807 1.304 3.492.997.107-.775.418-1.305.762-1.604-2.665-.305-5.467-1.334-5.467-5.931 0-1.311.469-2.381 1.236-3.221-.124-.303-.535-1.524.117-3.176 0 0 1.008-.322 3.301 1.23.957-.266 1.983-.399 3.003-.404 1.02.005 2.047.138 3.006.404 2.291-1.552 3.297-1.23 3.297-1.23.653 1.653.242 2.874.118 3.176.77.84 1.235 1.911 1.235 3.221 0 4.609-2.807 5.624-5.479 5.921.43.372.823 1.102.823 2.222v3.293c0 .319.192.694.801.576 4.765-1.589 8.199-6.086 8.199-11.386 0-6.627-5.373-12-12-12z"/></svg></i> + <a href="https://github.com/mattkae">github.com/mattkae</a></span> + </span> + <span><i>📧</i> mkosare1@gmail.com</span> + <span><i>🇺🇸</i> United States Citizen</span> + </div> + </div> + </header> + + <main> + <section class='resume_section'> + <h2>Experience</h2> + <div class="resume_section_content"> + <div class="experience-item"> + <div class="experience-header"> + <div> + <span><b>Software Engineer II</b></span> + <span><i>Canonical</i></span> + </div> + <div> + <span>July 2023 to Present</span> + <span>Philadelphia, PA</span> + </div> + </div> + <div class="experience-tech"> + <svg xmlns="http://www.w3.org/2000/svg" width="2222" height="2500" preserveAspectRatio="xMinYMin meet" viewBox="0 0 256 288"><path fill="#5C8DBC" d="M255.569 84.72c-.002-4.83-1.035-9.098-3.124-12.761-2.052-3.602-5.125-6.621-9.247-9.008-34.025-19.619-68.083-39.178-102.097-58.817-9.17-5.294-18.061-5.101-27.163.269C100.395 12.39 32.59 51.237 12.385 62.94 4.064 67.757.015 75.129.013 84.711 0 124.166.013 163.62 0 203.076c.002 4.724.991 8.909 2.988 12.517 2.053 3.711 5.169 6.813 9.386 9.254 20.206 11.703 88.02 50.547 101.56 58.536 9.106 5.373 17.997 5.565 27.17.269 34.015-19.64 68.075-39.198 102.105-58.817 4.217-2.44 7.333-5.544 9.386-9.252 1.994-3.608 2.985-7.793 2.987-12.518 0 0 0-78.889-.013-118.345"/><path 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2.314 2.703 2.706 3.462 6.607 2.293 9.993l13.992 13.994c3.385-1.167 7.292-.413 9.994 2.295 3.78 3.777 3.78 9.9 0 13.679-3.78 3.78-9.901 3.78-13.683 0-2.842-2.844-3.545-7.019-2.105-10.521l-13.048-13.049-.002 34.341c.922.455 1.791 1.063 2.559 1.828 3.779 3.777 3.779 9.898 0 13.683-3.779 3.777-9.904 3.777-13.679 0-3.778-3.784-4.088-9.905-.311-13.683.934-.933 1.855-1.638 2.855-2.11v-34.659c-1-.472-1.92-1.172-2.856-2.111-2.861-2.86-3.396-7.06-1.928-10.576l-14.233-14.313-37.754 37.79c-3.175 3.177-3.155 8.325.02 11.5l55.126 55.114c3.173 3.174 8.325 3.174 11.503 0l54.86-54.858c3.175-3.176 3.178-8.327.004-11.501z"/></svg> + </div> + <ul> + <li>Developed industrial software applications including cobot palletizers, cartesian palletizers, and path following machines</li> + <li>Programmed, deployed, and supported several client projects valued over $100k+ USD each</li> + <li>Developed the core user-facing API for programming industrial machines in Python</li> + <li>Interfaced with both technical and non-technical teams on a daily basis</li> + <li>Planned and organized long-term projects and daily tasks via Asana and Github Projects</li> + <li>Programmed thousands of lines across the codebase, from the firmware running on a BeagleBone AI to the application layer running in the cloud</li> + <li>Onboarded and mentored new members of the team</li> + </ul> + </div> + <div class="experience-item"> + <div class="experience-header"> + <div> + <span><b>Software Engineer I</b></span> + <span><i>Big Huge Games</i></span> + </div> + <div> + <span>January 2018 to June 2020</span> + <span>Timonium, MD</span> + </div> + </div> + <div class="experience-tech"> + <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 128 128"><path fill="#9B4F96" d="M115.4 30.7l-48.3-27.8c-.8-.5-1.9-.7-3.1-.7-1.2 0-2.3.3-3.1.7l-48 27.9c-1.7 1-2.9 3.5-2.9 5.4v55.7c0 1.1.2 2.4 1 3.5l106.8-62c-.6-1.2-1.5-2.1-2.4-2.7z"/><path fill="#68217A" d="M10.7 95.3c.5.8 1.2 1.5 1.9 1.9l48.2 27.9c.8.5 1.9.7 3.1.7 1.2 0 2.3-.3 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58.378l-55.117-55.114c-3.172-3.174-8.32-3.174-11.497 0l-11.443 11.446 14.518 14.518c3.375-1.139 7.243-.375 9.932 2.314 2.703 2.706 3.462 6.607 2.293 9.993l13.992 13.994c3.385-1.167 7.292-.413 9.994 2.295 3.78 3.777 3.78 9.9 0 13.679-3.78 3.78-9.901 3.78-13.683 0-2.842-2.844-3.545-7.019-2.105-10.521l-13.048-13.049-.002 34.341c.922.455 1.791 1.063 2.559 1.828 3.779 3.777 3.779 9.898 0 13.683-3.779 3.777-9.904 3.777-13.679 0-3.778-3.784-4.088-9.905-.311-13.683.934-.933 1.855-1.638 2.855-2.11v-34.659c-1-.472-1.92-1.172-2.856-2.111-2.861-2.86-3.396-7.06-1.928-10.576l-14.233-14.313-37.754 37.79c-3.175 3.177-3.155 8.325.02 11.5l55.126 55.114c3.173 3.174 8.325 3.174 11.503 0l54.86-54.858c3.175-3.176 3.178-8.327.004-11.501z"/></svg> + </div> + <ul> + <li>Developed and maintained the data pipeline - from data entry, to data validation, to data publication - for <i>Arcane Showdown</i></li> + <li>Designed, built, and maintained a live operations scheduling and publishing web application for <i>DomiNations</i></li> + <li>Implemented a localization system for <i>Arcane Showdown</i> which allowed the game to be released in different languages</li> + <li>Implemented game features on all parts of the stack, including tools, Unity client, and game servers</li> + </ul> + </div> + <div class="experience-item"> + <div class="experience-header"> + <div> + <span><b>Teaching Assistant for Intro to Video Game Design</b></span> + <span><i>Johns Hopkins University</i></span> + </div> + <div> + <span>September 2017 to December 2017</span> + <span>Baltimore, MD</span> + </div> + </div> + <div class="experience-tech"> + <svg xmlns="http://www.w3.org/2000/svg" width="2222" height="2500" preserveAspectRatio="xMinYMin meet" viewBox="0 0 256 288"><path fill="#5C8DBC" d="M255.569 84.72c-.002-4.83-1.035-9.098-3.124-12.761-2.052-3.602-5.125-6.621-9.247-9.008-34.025-19.619-68.083-39.178-102.097-58.817-9.17-5.294-18.061-5.101-27.163.269C100.395 12.39 32.59 51.237 12.385 62.94 4.064 67.757.015 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</div> + </div> + <div class="experience-tech"> + <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 128 128"><path fill="#9B4F96" d="M115.4 30.7l-48.3-27.8c-.8-.5-1.9-.7-3.1-.7-1.2 0-2.3.3-3.1.7l-48 27.9c-1.7 1-2.9 3.5-2.9 5.4v55.7c0 1.1.2 2.4 1 3.5l106.8-62c-.6-1.2-1.5-2.1-2.4-2.7z"/><path fill="#68217A" d="M10.7 95.3c.5.8 1.2 1.5 1.9 1.9l48.2 27.9c.8.5 1.9.7 3.1.7 1.2 0 2.3-.3 3.1-.7l48-27.9c1.7-1 2.9-3.5 2.9-5.4v-55.7c0-.9-.1-1.9-.6-2.8l-106.6 62z"/><path fill="#fff" d="M85.3 76.1c-4.2 7.4-12.2 12.4-21.3 12.4-13.5 0-24.5-11-24.5-24.5s11-24.5 24.5-24.5c9.1 0 17.1 5 21.3 12.5l13-7.5c-6.8-11.9-19.6-20-34.3-20-21.8 0-39.5 17.7-39.5 39.5s17.7 39.5 39.5 39.5c14.6 0 27.4-8 34.2-19.8l-12.9-7.6zM97 66.2l.9-4.3h-4.2v-4.7h5.1l1.2-6.2h4.9l-1.2 6.1h3.8l1.2-6.1h4.8l-1.2 6.1h2.4v4.7h-3.3l-.9 4.3h4.2v4.7h-5.1l-1.2 6h-4.9l1.2-6h-3.8l-1.2 6h-4.8l1.2-6h-2.4v-4.7h3.3zm4.8 0h3.8l.9-4.3h-3.8l-.9 4.3z"/></svg> + <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 23 24"><path d="m15.266 12.001 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13.683-3.779 3.777-9.904 3.777-13.679 0-3.778-3.784-4.088-9.905-.311-13.683.934-.933 1.855-1.638 2.855-2.11v-34.659c-1-.472-1.92-1.172-2.856-2.111-2.861-2.86-3.396-7.06-1.928-10.576l-14.233-14.313-37.754 37.79c-3.175 3.177-3.155 8.325.02 11.5l55.126 55.114c3.173 3.174 8.325 3.174 11.503 0l54.86-54.858c3.175-3.176 3.178-8.327.004-11.501z"/></svg> + </div> + <ul> + <li>Developed a tool using C# and GTK to improve the workflow of the quality assurance team for <i>DomiNations</i></li> + <li>Wrote a comprehensive user manual that explains how the tool functions for both technical and non-technical users</li> + </ul> + </div> + <div class="experience-item"> + <div class="experience-header"> + <div> + <span><b>Software Engineering Intern</b></span> + <span><i>Sparkypants Studios</i></span> + </div> + <div> + <span>May 2016 to August 2016</span> + <span>Baltimore, MD</span> + </div> + </div> + <div class="experience-tech"> + <svg xmlns="http://www.w3.org/2000/svg" width="2222" height="2500" preserveAspectRatio="xMinYMin meet" viewBox="0 0 256 288"><path fill="#5C8DBC" d="M255.569 84.72c-.002-4.83-1.035-9.098-3.124-12.761-2.052-3.602-5.125-6.621-9.247-9.008-34.025-19.619-68.083-39.178-102.097-58.817-9.17-5.294-18.061-5.101-27.163.269C100.395 12.39 32.59 51.237 12.385 62.94 4.064 67.757.015 75.129.013 84.711 0 124.166.013 163.62 0 203.076c.002 4.724.991 8.909 2.988 12.517 2.053 3.711 5.169 6.813 9.386 9.254 20.206 11.703 88.02 50.547 101.56 58.536 9.106 5.373 17.997 5.565 27.17.269 34.015-19.64 68.075-39.198 102.105-58.817 4.217-2.44 7.333-5.544 9.386-9.252 1.994-3.608 2.985-7.793 2.987-12.518 0 0 0-78.889-.013-118.345"/><path fill="#1A4674" d="M128.182 143.509L2.988 215.593c2.053 3.711 5.169 6.813 9.386 9.254 20.206 11.703 88.02 50.547 101.56 58.536 9.106 5.373 17.997 5.565 27.17.269 34.015-19.64 68.075-39.198 102.105-58.817 4.217-2.44 7.333-5.544 9.386-9.252l-124.413-72.074"/><path fill="#1A4674" d="M91.101 164.861c7.285 12.718 20.98 21.296 36.69 21.296 15.807 0 29.58-8.687 36.828-21.541l-36.437-21.107-37.081 21.352"/><path fill="#1B598E" d="M255.569 84.72c-.002-4.83-1.035-9.098-3.124-12.761l-124.263 71.55 124.413 72.074c1.994-3.608 2.985-7.793 2.987-12.518 0 0 0-78.889-.013-118.345"/><path fill="#FFF" d="M248.728 148.661h-9.722v9.724h-9.724v-9.724h-9.721v-9.721h9.721v-9.722h9.724v9.722h9.722v9.721M213.253 148.661h-9.721v9.724h-9.722v-9.724h-9.722v-9.721h9.722v-9.722h9.722v9.722h9.721v9.721"/><path fill="#FFF" d="M164.619 164.616c-7.248 12.854-21.021 21.541-36.828 21.541-15.71 0-29.405-8.578-36.69-21.296a42.062 42.062 0 0 1-5.574-20.968c0-23.341 18.923-42.263 42.264-42.263 15.609 0 29.232 8.471 36.553 21.059l36.941-21.272c-14.683-25.346-42.096-42.398-73.494-42.398-46.876 0-84.875 38-84.875 84.874 0 15.378 4.091 29.799 11.241 42.238 14.646 25.48 42.137 42.637 73.634 42.637 31.555 0 59.089-17.226 73.714-42.781l-36.886-21.371"/></svg> + </div> + <ul> + <li>Developed a profiling framework for the game systems of <i>Dropzone</i></li> + </ul> + </div> + </div> + </section> + + <section class='resume_section'> + <h2>Education</h2> + <div class="resume_section_content"> + <div class="experience-item"> + <div class="experience-header"> + <div> + <span><b>BSc Computer Engineering at Johns Hopkins University</b></span> + <span>Baltimore, MD</span> + </div> + <div> + <span>September 2014 to December 2017</span> + </div> + </div> + <ul> + <li>3.53 GPA (Magna Cum Laude)</li> + <li><i>Relevant Coursework</i>: Computer Graphics, Object Oriented Software Engineering, Linear Algebra, Video Game Engines and Design, Operating Systems, Data Structures</li> + </ul> + </div> + </div> + </section> + + <section class="resume_section"> + <h2>Projects</h2> + <ul> + <li>My <b>self-hosted personal website</b> where I do small projects in WebAssembly and OpenGL: <a href="https://matthewkosarek.xyz">matthewkosarek.xyz</a></li> + <li>A <b>game engine</b> that I built in C++ and OpenGL: <a href="https://github.com/mattkae/MatteEngine">github.com/mattkae/MatteEngine</a></li> + <li>My <b>self-installing emacs configuration</b>: <a href="https://git.matthewkosarek.xyz/emacs_config/">git.matthewkosarek.xyz/emacs_config/</a></li> + <li>Unfinished website about <b>realtime physics in video games</b>: <a href="https://physicsforgames.com/">physicsforgames.com/</a></li> + </ul> + </section> + </main> + </div> + </main> +</BaseLayout> diff --git a/index.css b/src/styles/index.css index 385fd5c..3856449 100644 --- a/index.css +++ b/src/styles/index.css @@ -1,13 +1,56 @@ +:root { + --bg: transparent; + --color: black; + --link-color: darkviolet; + --image-border: rgba(0, 0, 0, 0.3); + --image-border-hover: rgba(0, 0, 0, 0.7); + --image-overlay: rgba(0, 0, 0, 0.7); + --theme-btn-bg: white; + --theme-btn-border: gray; + --theme-btn-color: black; + --input-focus-border: lightgray; + --action-button-border: #f0f0f0; +} + +@media (prefers-color-scheme: dark) { + :root:not([data-theme="light"]) { + --bg: rgba(13, 17, 23, 0.92); + --color: #e6edf3; + --link-color: #b083f0; + --image-border: rgba(255, 255, 255, 0.2); + --image-border-hover: rgba(255, 255, 255, 0.5); + --image-overlay: rgba(0, 0, 0, 0.85); + --theme-btn-bg: #21262d; + --theme-btn-border: #444c56; + --theme-btn-color: #e6edf3; + --input-focus-border: #586069; + --action-button-border: #30363d; + } +} + +[data-theme="dark"] { + --bg: rgba(13, 17, 23, 0.92); + --color: #e6edf3; + --link-color: #b083f0; + --image-border: rgba(255, 255, 255, 0.2); + --image-border-hover: rgba(255, 255, 255, 0.5); + --image-overlay: rgba(0, 0, 0, 0.85); + --theme-btn-bg: #21262d; + --theme-btn-border: #444c56; + --theme-btn-color: #e6edf3; + --input-focus-border: #586069; + --action-button-border: #30363d; +} + body { - width: 60vw; - height: 100vh; - font-family: "Noto Sans", 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; - font-size: 16px; - background-color: transparent; - color: black; + width: 50vw; + height: calc(100vh - 2rem); + font-family: "Noto Sans", 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; + font-size: 14px; + background-color: var(--bg); + color: var(--color); padding: 0; margin: auto; - line-height: 1.5; } header { @@ -22,8 +65,8 @@ header > h1 { margin: 0; } -header > nav { - margin-top: 0.5rem; +header > nav { + margin-top: 1rem; margin-bottom: 1rem; padding-left: 0.25rem; } @@ -34,21 +77,23 @@ header > nav > ul { list-style-type: none; margin: 0; padding: 0; + gap: 1rem; } header > nav > ul > li { - padding-right: 1rem; + display: flex; + align-items: center; } header > nav > ul a { text-decoration: none; - color: blue; + color: var(--link-color); font-size: 1rem; border-bottom: 1px solid transparent; } header > nav > ul a:hover { - opacity: 0.7; + opacity: 0.8; text-decoration: underline; } @@ -57,7 +102,7 @@ h1 { } h2 { - font-size: 1.875rem; + font-size: 1.5rem; margin-bottom: 0rem; margin-top: 2rem; } @@ -71,13 +116,29 @@ p { } a { - color: darkviolet; + color: var(--link-color); } a:hover { opacity: 0.7; } +/* Theme toggle button */ +#theme-toggle { + background: none; + border: 1px solid var(--theme-btn-border); + color: var(--link-color); + border-radius: 3px; + padding: 0.1rem 0.5rem; + cursor: pointer; + font-size: 0.85rem; + font-family: inherit; +} + +#theme-toggle:hover { + opacity: 0.8; +} + /* Image styling */ #image_container { display: flex; @@ -99,7 +160,7 @@ a:hover { } #image_container .image_item:hover > img { - border: 2px solid rgba(0, 0, 0, 0.7); + border: 2px solid var(--image-border-hover); } .image_item > figcaption { @@ -110,14 +171,14 @@ a:hover { .image_item > img { width: inherit; border-radius: 3px; - border: 2px solid rgba(0, 0, 0, 0.3); + border: 2px solid var(--image-border); } .image_item_expanded_container { position: fixed; width: 100vw; height: 100vh; - background-color: rgba(0, 0, 0, 0.7); + background-color: var(--image-overlay); display: flex; flex-direction: column; justify-content: center; @@ -139,11 +200,11 @@ input { } input:focus { - border: 1px solid lightgray; + border: 1px solid var(--input-focus-border); } .action_button { - border: 1px solid #f0f0f0; + border: 1px solid var(--action-button-border); border-radius: 2px; width: 108px; height: 2rem; @@ -172,14 +233,22 @@ input:focus { } /* Theme Selector */ -#theme_selector {; +#theme_section { + position: fixed; + bottom: 1rem; + left: 0; + width: 100%; + text-align: center; +} + +#theme_selector { display: flex; align-items: center; justify-content: center; bottom: 1rem; - pointer-events: all; - opacity: 1; - transition: opacity 150ms linear; + pointer-events: all; + opacity: 1; + transition: opacity 150ms linear; gap: 2rem; } @@ -192,9 +261,9 @@ input:focus { width: 6rem; height: 2rem; border-radius: 3px; - border: 1px solid black; - color: black; - background-color: white; + border: 1px solid var(--theme-btn-border); + color: var(--theme-btn-color); + background-color: var(--theme-btn-bg); cursor: pointer; transition: opacity 100ms linear; } @@ -222,22 +291,34 @@ input:focus { background-color: yellow; } +.theme_button_text { + margin-left: 0.5rem; +} + /* Phone screen adjustments */ -@media only screen and (device-width: 1440px), -only screen and (max-width:1440px) { +@media only screen and (device-width: 1280px), +only screen and (max-width:1280px) { header > h1 { font-size: 1.5rem; } body { - width: 90vw !important; + width: 80vw !important; } } @media only screen and (device-width: 960px), only screen and (max-width:960px) { - #theme_selector { - padding-bottom: 2rem !important; + #theme_selector { + margin-left: 1rem; + margin-right: 1rem; + } + .theme_button_text { + display: none; + } + + #theme_selector > button { + width: 100%; } .image_item_expanded_container > .image_item { diff --git a/src/styles/post.css b/src/styles/post.css new file mode 100644 index 0000000..33b8729 --- /dev/null +++ b/src/styles/post.css @@ -0,0 +1,129 @@ +:root { + --code-bg: #F5F0FF; + --code-border: #D5C8F0; + --code-inline-color: #D0372D; + --meta-color: #707183; +} + +@media (prefers-color-scheme: dark) { + :root:not([data-theme="light"]) { + --code-bg: #1e1b2e; + --code-border: #3d3560; + --code-inline-color: #ff9090; + --meta-color: #8b929e; + } +} + +[data-theme="dark"] { + --code-bg: #1e1b2e; + --code-border: #3d3560; + --code-inline-color: #ff9090; + --meta-color: #8b929e; +} + +pre { + background-color: var(--code-bg); + border: 1px solid var(--code-border); + border-radius: 2px; + padding: 1rem; + overflow: auto; + font-size: 0.8rem; +} + +code { + font-family: "Consolas" sans-serif; + color: var(--code-inline-color); +} + +/* Shiki dual-theme support */ +.astro-code, .astro-code span { + color: var(--shiki-light) !important; + background-color: var(--shiki-light-bg) !important; +} + +@media (prefers-color-scheme: dark) { + :root:not([data-theme="light"]) .astro-code, + :root:not([data-theme="light"]) .astro-code span { + color: var(--shiki-dark) !important; + background-color: var(--shiki-dark-bg) !important; + } +} + +[data-theme="dark"] .astro-code, +[data-theme="dark"] .astro-code span { + color: var(--shiki-dark) !important; + background-color: var(--shiki-dark-bg) !important; +} + +.underline { + text-decoration: underline; +} + +.org-article-title { + display: flex; + flex-direction: row; + justify-content: space-between; +} + +.org-article-title h1 { + margin: 0; + font-family: "Space Grotesk", sans-serif; +} + +.org-article-content { + padding-bottom: 10vh; +} + +.org-article-content h2, +.org-article-content h3, +.org-article-content h4 { + position: relative; + font-family: "Space Grotesk", sans-serif; +} + +.org-article-content h2 { + font-size: 1.6rem; + border-bottom: 2px solid var(--link-color); + padding-bottom: 0.2rem; +} + +.org-article-content h3 { + font-size: 1.2rem; + color: var(--link-color); +} + +.org-article-content h2 > a.heading-anchor, +.org-article-content h3 > a.heading-anchor, +.org-article-content h4 > a.heading-anchor { + position: absolute; + left: -1.4em; + top: 0; + opacity: 0; + text-decoration: none; + font-weight: normal; + color: var(--link-color); + transition: opacity 100ms ease; +} + +.org-article-content h2:hover > a.heading-anchor, +.org-article-content h3:hover > a.heading-anchor, +.org-article-content h4:hover > a.heading-anchor { + opacity: 1; +} + +.figure p { + text-align: center; +} + +.org-article-title > h1 { + margin-bottom: 0; +} + +.org-article-title > span { + color: var(--meta-color); +} + +#org-div-home-and-up { + display: flex; + column-gap: 8px; +} diff --git a/resume.css b/src/styles/resume.css index 0bccb2b..3cbf769 100755..100644 --- a/resume.css +++ b/src/styles/resume.css @@ -1,8 +1,49 @@ @font-face { - font-family: Iosevka; - src: url(fonts/Ubuntu-M.ttf); + font-family: Ubuntu; + src: url(/fonts/Ubuntu-M.ttf); } +:root { + --resume-bg: white; + --resume-color: black; + --resume-link-color: #343231; + --resume-section-bg: #583759; + --resume-section-color: white; + --skills-bar-bg: white; + --skills-table-border: gray; + --skills-table-inner-border: lightgray; + --skills-table-th-color: #2E4C6D; + --experience-hover-color: #583759; +} + +@media (prefers-color-scheme: dark) { + :root:not([data-theme="light"]) { + --resume-bg: #161b22; + --resume-color: #e6edf3; + --resume-link-color: #8b949e; + --resume-section-bg: #3d2b5e; + --resume-section-color: #e6edf3; + --skills-bar-bg: #21262d; + --skills-table-border: #444c56; + --skills-table-inner-border: #30363d; + --skills-table-th-color: #79b8ff; + --experience-hover-color: #b083f0; + } +} + +[data-theme="dark"] { + --resume-bg: #161b22; + --resume-color: #e6edf3; + --resume-link-color: #8b949e; + --resume-section-bg: #3d2b5e; + --resume-section-color: #e6edf3; + --skills-bar-bg: #21262d; + --skills-table-border: #444c56; + --skills-table-inner-border: #30363d; + --skills-table-th-color: #79b8ff; + --experience-hover-color: #b083f0; +} + html { overflow-y: overlay; font-size: 16px; @@ -14,7 +55,7 @@ header { #actions_container { padding-bottom: 1rem; - + display: flex; flex-direction: row; justify-content: flex-end; @@ -23,9 +64,9 @@ header { #resume { position: relative; text-align: left; - background-color: white; - color: black; - font-family: 'Iosevka', Tahoma, Geneva, Verdana, sans-serif; + background-color: var(--resume-bg); + color: var(--resume-color); + font-family: 'Ubuntu', Tahoma, Geneva, Verdana, sans-serif; line-height: 1.325rem; } @@ -35,7 +76,7 @@ header { } #resume a { - color: #343231; + color: var(--resume-link-color); } #resume_sidebar { @@ -96,8 +137,8 @@ header { padding: 0; margin: 0; padding: 0.25rem; - background-color: #583759; - color: white; + background-color: var(--resume-section-bg); + color: var(--resume-section-color); } .resume_section_content { @@ -111,7 +152,7 @@ header { } .experience-item:hover { - color: #583759; + color: var(--experience-hover-color); } .experience-item ul { @@ -145,7 +186,7 @@ header { .skills_table { width: 100%; border-spacing: 0; - border: 1px solid gray; + border: 1px solid var(--skills-table-border); border-radius: 2px; margin-bottom: 2rem; } @@ -155,11 +196,11 @@ header { } .skills_table th, .skills_table tr:not(:last-child) td { - border-bottom: 1px solid lightgray; + border-bottom: 1px solid var(--skills-table-inner-border); } .skills_table tr th { - color: #2E4C6D; + color: var(--skills-table-th-color); } .skills_table td, th { @@ -183,9 +224,9 @@ header { position: relative; width: 100%; height: 1rem; - background-color: white; + background-color: var(--skills-bar-bg); border-radius: 3px; - border: 1px solid lightgray; + border: 1px solid var(--skills-table-inner-border); } .skills_section_bar_fill { @@ -222,7 +263,7 @@ header { .skills_section_label { width: 100%; margin-top: 0.25rem; - color: black; + color: var(--resume-color); font-size: 1rem; } @@ -233,7 +274,7 @@ header { text-align: right; margin-right: 1rem; margin-bottom: 1rem; - + } #resume_button_container > button { diff --git a/resume.mobile.css b/src/styles/resume.mobile.css index 5790e0e..016095b 100644 --- a/resume.mobile.css +++ b/src/styles/resume.mobile.css @@ -1,5 +1,5 @@ @media (max-width: 767.98px) { - html { + #resume { font-size: 12px; } diff --git a/src/styles/sitemap.css b/src/styles/sitemap.css new file mode 100644 index 0000000..afe3f6a --- /dev/null +++ b/src/styles/sitemap.css @@ -0,0 +1,130 @@ +.sitemap_tags { + display: flex; + flex-direction: row; + gap: 0.5rem; + align-items: center; + margin-left: auto; +} + +.sitemap_tag { + padding: 0.25rem 0.75rem; + background: linear-gradient(135deg, #e3f2fd 0%, #bbdefb 100%); + color: #1976d2; + border-radius: 4px; + font-size: 0.7rem; + font-weight: 500; + border: 1px solid #90caf9; +} + +.sitemap_tag p { + margin: 0; + display: flex; + align-items: center; + flex-wrap: wrap; + gap: 0.5rem; + font-size: 0.75rem; +} + +.org-ul { + list-style: none; + padding: 0; +} + +.org-ul > li { + display: flex; + flex-direction: row; + align-items: center; + gap: 0.25rem; + position: relative; + margin-bottom: 0.25rem; +} + +.org-ul > li > p { + margin: 0; + font-size: 0.5rem; +} + +.org-ul > li > p > a { + color: #0066cc; + text-decoration: none; + font-weight: 600; + font-size: 1rem; +} + +.org-ul > li > p > a:hover { + text-decoration: underline; + color: #004499; +} + +.org-ul > li > p > a:after { + text-decoration: underline; + color: #004499; +} + +.org-article-title { + width: 100%; + text-align: right; +} + +#tag-filter-container { + display: flex; + flex-direction: row; + flex-wrap: wrap; + gap: 0.75rem; +} + +.tag-filter-item { + display: flex; + flex-direction: row; + align-items: center; + padding: 0.35rem; + border-radius: 2px; + justify-content: center; + font-style: italic; + background: linear-gradient(135deg, purple 0%, darkviolet 100%); + color: white; + font-size: 0.75rem; + letter-spacing: 0.3px; + transition: all 0.3s ease; +} + +.tag-filter-item:hover { + background: linear-gradient(135deg, gray 0%, darkviolet 100%); + cursor: pointer; +} + +.tag-filter-item.disabled { + background: linear-gradient(135deg, #e0e0e0 0%, #c0c0c0 100%); + color: #666; + border-color: #999; + box-shadow: 0 1px 3px rgba(0, 0, 0, 0.1); + opacity: 0.7; +} + +.tag-filter-item.disabled:hover { + opacity: 1; + box-shadow: 0 2px 6px rgba(0, 0, 0, 0.15); +} + +.post-date { + position: absolute; + bottom: 0.75rem; + right: 1rem; + font-size: 0.75rem; + color: #666; + font-style: italic; +} + +.sitemap_date { + font-size: 0.8rem; + color: #666; + font-style: italic; +} + +.sitemap_date p { + margin: 0; +} + +.sitemap_date p::before { + content: 'created on '; +} diff --git a/themes/.gitignore b/themes/.gitignore new file mode 100644 index 0000000..a967258 --- /dev/null +++ b/themes/.gitignore @@ -0,0 +1,15 @@ +# Build directories +dist/ +builddir/ +.cache/ + +# IDE +.idea/ +.vscode/ +*.swp +*.swo +*~ + +# Meson +.meson_subdir/ +compile_commands.json diff --git a/themes/Makefile b/themes/Makefile deleted file mode 100644 index 45967f5..0000000 --- a/themes/Makefile +++ /dev/null @@ -1,44 +0,0 @@ -TARGET_EXEC ?= output.js - -BUILD_DIR ?= ./dist -SRC_DIRS ?= ./src - -CC := emcc -CXX := em++ -SRCS := $(shell find $(SRC_DIRS) -name *.cpp -or -name *.c -or -name *.s) -OBJS := $(SRCS:%=$(BUILD_DIR)/%.o) -DEPS := $(OBJS:.o=.d) - -INC_DIRS := $(shell find $(SRC_DIRS) -type d) -INC_FLAGS := $(addprefix -I,$(INC_DIRS)) -LDFLAGS = -s ALLOW_MEMORY_GROWTH=1 -s USE_WEBGL2=1 -s FULL_ES3=1 -s WASM=1 -s NO_EXIT_RUNTIME=1 -s FETCH - -CPPFLAGS ?= $(INC_FLAGS) -MMD -MP - -$(BUILD_DIR)/$(TARGET_EXEC): $(OBJS) - $(CC) $(OBJS) -o $@ $(LDFLAGS) - -# assembly -$(BUILD_DIR)/%.s.o: %.s - $(MKDIR_P) $(dir $@) - $(AS) $(ASFLAGS) -c $< -o $@ - -# c source -$(BUILD_DIR)/%.c.o: %.c - $(MKDIR_P) $(dir $@) - $(CC) $(CPPFLAGS) $(CFLAGS) -c $< -o $@ - -# c++ source -$(BUILD_DIR)/%.cpp.o: %.cpp - $(MKDIR_P) $(dir $@) - $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c $< -o $@ - - -.PHONY: clean - -clean: - $(RM) -r $(BUILD_DIR) - --include $(DEPS) - -MKDIR_P ?= mkdir -p diff --git a/themes/README.md b/themes/README.md new file mode 100644 index 0000000..3425fb8 --- /dev/null +++ b/themes/README.md @@ -0,0 +1,58 @@ +# Themes +This subproject provides themes for the website. + +## Prerequisites + +- Emscripten SDK (emsdk) +- Meson build system (`pip install meson` or via your package manager) +- Ninja build backend (usually installed with Meson) + +## Building + +### Initial Setup + +```bash +meson setup builddir --cross-file emscripten.ini +``` + +### Compile + +```bash +meson compile -C builddir +``` + +The output files will be automatically copied to: +- `dist/output.js` +- `dist/output.wasm` + +The original build artifacts are also available in `builddir/` if needed. + +### Clean Build + +```bash +# Clean and rebuild +meson compile -C builddir --clean +meson compile -C builddir +``` + +### Complete Clean + +```bash +# Remove the build directory entirely +rm -rf builddir +``` + +## Build Options + +You can configure build options during setup: + +```bash +# Debug build +meson setup builddir --cross-file emscripten.ini --buildtype=debug + +# Release build with optimizations +meson setup builddir --cross-file emescripten.ini --buildtype=release + +# Reconfigure an existing build +meson configure builddir --buildtype=debug +``` diff --git a/themes/compile_commands.json b/themes/compile_commands.json deleted file mode 100644 index bcf5405..0000000 --- a/themes/compile_commands.json +++ /dev/null @@ -1,127 +0,0 @@ -[ - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/MainLoop.cpp -o dist/./src/MainLoop.cpp.o", - "file": "dist/./src/MainLoop.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/spring/SpringTheme.cpp -o dist/./src/spring/SpringTheme.cpp.o", - "file": "dist/./src/spring/SpringTheme.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/spring/GrassRenderer.cpp -o dist/./src/spring/GrassRenderer.cpp.o", - "file": "dist/./src/spring/GrassRenderer.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/mathlib.cpp -o dist/./src/mathlib.cpp.o", - "file": "dist/./src/mathlib.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/shaders/renderer3d_frag.cpp -o dist/./src/shaders/renderer3d_frag.cpp.o", - "file": "dist/./src/shaders/renderer3d_frag.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/shaders/sun_frag.cpp -o dist/./src/shaders/sun_frag.cpp.o", - "file": "dist/./src/shaders/sun_frag.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/shaders/renderer3d_vert.cpp -o dist/./src/shaders/renderer3d_vert.cpp.o", - "file": "dist/./src/shaders/renderer3d_vert.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/shaders/renderer2d_frag.cpp -o dist/./src/shaders/renderer2d_frag.cpp.o", - "file": "dist/./src/shaders/renderer2d_frag.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/shaders/sun_vert.cpp -o dist/./src/shaders/sun_vert.cpp.o", - "file": "dist/./src/shaders/sun_vert.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/shaders/renderer2d_vert.cpp -o dist/./src/shaders/renderer2d_vert.cpp.o", - "file": "dist/./src/shaders/renderer2d_vert.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/shader_fetcher.cpp -o dist/./src/shader_fetcher.cpp.o", - "file": "dist/./src/shader_fetcher.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/Logger.cpp -o dist/./src/Logger.cpp.o", - "file": "dist/./src/Logger.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/Renderer3d.cpp -o dist/./src/Renderer3d.cpp.o", - "file": "dist/./src/Renderer3d.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/Shader.cpp -o dist/./src/Shader.cpp.o", - "file": "dist/./src/Shader.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/summer/SummerTheme.cpp -o dist/./src/summer/SummerTheme.cpp.o", - "file": "dist/./src/summer/SummerTheme.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/winter/Windfield.cpp -o dist/./src/winter/Windfield.cpp.o", - "file": "dist/./src/winter/Windfield.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/winter/WinterTheme.cpp -o dist/./src/winter/WinterTheme.cpp.o", - "file": "dist/./src/winter/WinterTheme.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/winter/Snowflake.cpp -o dist/./src/winter/Snowflake.cpp.o", - "file": "dist/./src/winter/Snowflake.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/autumn/AutumnTheme.cpp -o dist/./src/autumn/AutumnTheme.cpp.o", - "file": "dist/./src/autumn/AutumnTheme.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/autumn/TreeShape.cpp -o dist/./src/autumn/TreeShape.cpp.o", - "file": "dist/./src/autumn/TreeShape.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/autumn/LeafParticleRender.cpp -o dist/./src/autumn/LeafParticleRender.cpp.o", - "file": "dist/./src/autumn/LeafParticleRender.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/shapes_2d.cpp -o dist/./src/shapes_2d.cpp.o", - "file": "dist/./src/shapes_2d.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/Renderer2d.cpp -o dist/./src/Renderer2d.cpp.o", - "file": "dist/./src/Renderer2d.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/main.cpp -o dist/./src/main.cpp.o", - "file": "dist/./src/main.cpp.o" - }, - { - "directory": ".", - "command": "g++ -I./src -I./src/spring -I./src/shaders -I./src/tools -I./src/summer -I./src/winter -I./src/autumn -I./src/_shaders -MMD -MP -c src/WebglContext.cpp -o dist/./src/WebglContext.cpp.o", - "file": "dist/./src/WebglContext.cpp.o" - } -] diff --git a/themes/compile_commands.sh b/themes/compile_commands.sh deleted file mode 100755 index 08a9eed..0000000 --- a/themes/compile_commands.sh +++ /dev/null @@ -1,7 +0,0 @@ -make --always-make --dry-run \ - | grep -wE 'em++|emcc|gcc|g\+\+|c\+\+' \ - | grep -w '\-c' \ - | jq -nR '[inputs|{directory:".", command:., file: match(" [^ ]+$").string[1:]}]' \ - > compile_commands.json - -sed -i -e 's/em++/g++/g' compile_commands.json diff --git a/themes/dist/output.js b/themes/dist/output.js index 13d1675..b19a1a3 100644 --- a/themes/dist/output.js +++ b/themes/dist/output.js @@ -2,7 +2,7 @@ // The Module object: Our interface to the outside world. We import // and export values on it. There are various ways Module can be used: // 1. Not defined. We create it here -// 2. A function parameter, function(Module) { ..generated code.. } +// 2. A function parameter, function(moduleArg) => Promise<Module> // 3. pre-run appended it, var Module = {}; ..generated code.. // 4. External script tag defines var Module. // We need to check if Module already exists (e.g. case 3 above). @@ -14,6 +14,25 @@ // can continue to use Module afterwards as well. var Module = typeof Module != 'undefined' ? Module : {}; +// Determine the runtime environment we are in. You can customize this by +// setting the ENVIRONMENT setting at compile time (see settings.js). + +// Attempt to auto-detect the environment +var ENVIRONMENT_IS_WEB = typeof window == 'object'; +var ENVIRONMENT_IS_WORKER = typeof importScripts == 'function'; +// N.b. Electron.js environment is simultaneously a NODE-environment, but +// also a web environment. +var ENVIRONMENT_IS_NODE = typeof process == 'object' && typeof process.versions == 'object' && typeof process.versions.node == 'string' && process.type != 'renderer'; +var ENVIRONMENT_IS_SHELL = !ENVIRONMENT_IS_WEB && !ENVIRONMENT_IS_NODE && !ENVIRONMENT_IS_WORKER; + +if (ENVIRONMENT_IS_NODE) { + // `require()` is no-op in an ESM module, use `createRequire()` to construct + // the require()` function. This is only necessary for multi-environment + // builds, `-sENVIRONMENT=node` emits a static import declaration instead. + // TODO: Swap all `require()`'s with `import()`'s? + +} + // --pre-jses are emitted after the Module integration code, so that they can // refer to Module (if they choose; they can also define Module) @@ -31,21 +50,6 @@ var quit_ = (status, toThrow) => { throw toThrow; }; -// Determine the runtime environment we are in. You can customize this by -// setting the ENVIRONMENT setting at compile time (see settings.js). - -// Attempt to auto-detect the environment -var ENVIRONMENT_IS_WEB = typeof window == 'object'; -var ENVIRONMENT_IS_WORKER = typeof importScripts == 'function'; -// N.b. Electron.js environment is simultaneously a NODE-environment, but -// also a web environment. -var ENVIRONMENT_IS_NODE = typeof process == 'object' && typeof process.versions == 'object' && typeof process.versions.node == 'string'; -var ENVIRONMENT_IS_SHELL = !ENVIRONMENT_IS_WEB && !ENVIRONMENT_IS_NODE && !ENVIRONMENT_IS_WORKER; - -if (Module['ENVIRONMENT']) { - throw new Error('Module.ENVIRONMENT has been deprecated. To force the environment, use the ENVIRONMENT compile-time option (for example, -sENVIRONMENT=web or -sENVIRONMENT=node)'); -} - // `/` should be present at the end if `scriptDirectory` is not empty var scriptDirectory = ''; function locateFile(path) { @@ -56,9 +60,7 @@ function locateFile(path) { } // Hooks that are implemented differently in different runtime environments. -var read_, - readAsync, - readBinary; +var readAsync, readBinary; if (ENVIRONMENT_IS_NODE) { if (typeof process == 'undefined' || !process.release || process.release.name !== 'node') throw new Error('not compiled for this environment (did you build to HTML and try to run it not on the web, or set ENVIRONMENT to something - like node - and run it someplace else - like on the web?)'); @@ -71,44 +73,31 @@ if (ENVIRONMENT_IS_NODE) { throw new Error('This emscripten-generated code requires node v16.0.0 (detected v' + nodeVersion + ')'); } - // `require()` is no-op in an ESM module, use `createRequire()` to construct - // the require()` function. This is only necessary for multi-environment - // builds, `-sENVIRONMENT=node` emits a static import declaration instead. - // TODO: Swap all `require()`'s with `import()`'s? // These modules will usually be used on Node.js. Load them eagerly to avoid // the complexity of lazy-loading. var fs = require('fs'); var nodePath = require('path'); - if (ENVIRONMENT_IS_WORKER) { - scriptDirectory = nodePath.dirname(scriptDirectory) + '/'; - } else { - scriptDirectory = __dirname + '/'; - } + scriptDirectory = __dirname + '/'; // include: node_shell_read.js -read_ = (filename, binary) => { +readBinary = (filename) => { // We need to re-wrap `file://` strings to URLs. Normalizing isn't // necessary in that case, the path should already be absolute. filename = isFileURI(filename) ? new URL(filename) : nodePath.normalize(filename); - return fs.readFileSync(filename, binary ? undefined : 'utf8'); -}; - -readBinary = (filename) => { - var ret = read_(filename, true); - if (!ret.buffer) { - ret = new Uint8Array(ret); - } + var ret = fs.readFileSync(filename); assert(ret.buffer); return ret; }; -readAsync = (filename, onload, onerror, binary = true) => { - // See the comment in the `read_` function. +readAsync = (filename, binary = true) => { + // See the comment in the `readBinary` function. filename = isFileURI(filename) ? new URL(filename) : nodePath.normalize(filename); - fs.readFile(filename, binary ? undefined : 'utf8', (err, data) => { - if (err) onerror(err); - else onload(binary ? data.buffer : data); + return new Promise((resolve, reject) => { + fs.readFile(filename, binary ? undefined : 'utf8', (err, data) => { + if (err) reject(err); + else resolve(binary ? data.buffer : data); + }); }); }; // end include: node_shell_read.js @@ -122,89 +111,16 @@ readAsync = (filename, onload, onerror, binary = true) => { module['exports'] = Module; } - process.on('uncaughtException', (ex) => { - // suppress ExitStatus exceptions from showing an error - if (ex !== 'unwind' && !(ex instanceof ExitStatus) && !(ex.context instanceof ExitStatus)) { - throw ex; - } - }); - quit_ = (status, toThrow) => { process.exitCode = status; throw toThrow; }; - Module['inspect'] = () => '[Emscripten Module object]'; - } else if (ENVIRONMENT_IS_SHELL) { if ((typeof process == 'object' && typeof require === 'function') || typeof window == 'object' || typeof importScripts == 'function') throw new Error('not compiled for this environment (did you build to HTML and try to run it not on the web, or set ENVIRONMENT to something - like node - and run it someplace else - like on the web?)'); - if (typeof read != 'undefined') { - read_ = read; - } - - readBinary = (f) => { - if (typeof readbuffer == 'function') { - return new Uint8Array(readbuffer(f)); - } - let data = read(f, 'binary'); - assert(typeof data == 'object'); - return data; - }; - - readAsync = (f, onload, onerror) => { - setTimeout(() => onload(readBinary(f))); - }; - - if (typeof clearTimeout == 'undefined') { - globalThis.clearTimeout = (id) => {}; - } - - if (typeof setTimeout == 'undefined') { - // spidermonkey lacks setTimeout but we use it above in readAsync. - globalThis.setTimeout = (f) => (typeof f == 'function') ? f() : abort(); - } - - if (typeof scriptArgs != 'undefined') { - arguments_ = scriptArgs; - } else if (typeof arguments != 'undefined') { - arguments_ = arguments; - } - - if (typeof quit == 'function') { - quit_ = (status, toThrow) => { - // Unlike node which has process.exitCode, d8 has no such mechanism. So we - // have no way to set the exit code and then let the program exit with - // that code when it naturally stops running (say, when all setTimeouts - // have completed). For that reason, we must call `quit` - the only way to - // set the exit code - but quit also halts immediately. To increase - // consistency with node (and the web) we schedule the actual quit call - // using a setTimeout to give the current stack and any exception handlers - // a chance to run. This enables features such as addOnPostRun (which - // expected to be able to run code after main returns). - setTimeout(() => { - if (!(toThrow instanceof ExitStatus)) { - let toLog = toThrow; - if (toThrow && typeof toThrow == 'object' && toThrow.stack) { - toLog = [toThrow, toThrow.stack]; - } - err(`exiting due to exception: ${toLog}`); - } - quit(status); - }); - throw toThrow; - }; - } - - if (typeof print != 'undefined') { - // Prefer to use print/printErr where they exist, as they usually work better. - if (typeof console == 'undefined') console = /** @type{!Console} */({}); - console.log = /** @type{!function(this:Console, ...*): undefined} */ (print); - console.warn = console.error = /** @type{!function(this:Console, ...*): undefined} */ (typeof printErr != 'undefined' ? printErr : print); - } - } else // Note that this includes Node.js workers when relevant (pthreads is enabled). @@ -222,26 +138,17 @@ if (ENVIRONMENT_IS_WEB || ENVIRONMENT_IS_WORKER) { // and scriptDirectory will correctly be replaced with an empty string. // If scriptDirectory contains a query (starting with ?) or a fragment (starting with #), // they are removed because they could contain a slash. - if (scriptDirectory.indexOf('blob:') !== 0) { - scriptDirectory = scriptDirectory.substr(0, scriptDirectory.replace(/[?#].*/, "").lastIndexOf('/')+1); - } else { + if (scriptDirectory.startsWith('blob:')) { scriptDirectory = ''; + } else { + scriptDirectory = scriptDirectory.substr(0, scriptDirectory.replace(/[?#].*/, '').lastIndexOf('/')+1); } if (!(typeof window == 'object' || typeof importScripts == 'function')) throw new Error('not compiled for this environment (did you build to HTML and try to run it not on the web, or set ENVIRONMENT to something - like node - and run it someplace else - like on the web?)'); - // Differentiate the Web Worker from the Node Worker case, as reading must - // be done differently. { // include: web_or_worker_shell_read.js -read_ = (url) => { - var xhr = new XMLHttpRequest(); - xhr.open('GET', url, false); - xhr.send(null); - return xhr.responseText; - } - - if (ENVIRONMENT_IS_WORKER) { +if (ENVIRONMENT_IS_WORKER) { readBinary = (url) => { var xhr = new XMLHttpRequest(); xhr.open('GET', url, false); @@ -251,21 +158,35 @@ read_ = (url) => { }; } - readAsync = (url, onload, onerror) => { - var xhr = new XMLHttpRequest(); - xhr.open('GET', url, true); - xhr.responseType = 'arraybuffer'; - xhr.onload = () => { - if (xhr.status == 200 || (xhr.status == 0 && xhr.response)) { // file URLs can return 0 - onload(xhr.response); - return; - } - onerror(); - }; - xhr.onerror = onerror; - xhr.send(null); - } - + readAsync = (url) => { + // Fetch has some additional restrictions over XHR, like it can't be used on a file:// url. + // See https://github.com/github/fetch/pull/92#issuecomment-140665932 + // Cordova or Electron apps are typically loaded from a file:// url. + // So use XHR on webview if URL is a file URL. + if (isFileURI(url)) { + return new Promise((resolve, reject) => { + var xhr = new XMLHttpRequest(); + xhr.open('GET', url, true); + xhr.responseType = 'arraybuffer'; + xhr.onload = () => { + if (xhr.status == 200 || (xhr.status == 0 && xhr.response)) { // file URLs can return 0 + resolve(xhr.response); + return; + } + reject(xhr.status); + }; + xhr.onerror = reject; + xhr.send(null); + }); + } + return fetch(url, { credentials: 'same-origin' }) + .then((response) => { + if (response.ok) { + return response.arrayBuffer(); + } + return Promise.reject(new Error(response.status + ' : ' + response.url)); + }) + }; // end include: web_or_worker_shell_read.js } } else @@ -279,7 +200,7 @@ var err = Module['printErr'] || console.error.bind(console); // Merge back in the overrides Object.assign(Module, moduleOverrides); // Free the object hierarchy contained in the overrides, this lets the GC -// reclaim data used e.g. in memoryInitializerRequest, which is a large typed array. +// reclaim data used. moduleOverrides = null; checkIncomingModuleAPI(); @@ -292,21 +213,18 @@ if (Module['arguments']) arguments_ = Module['arguments'];legacyModuleProp('argu if (Module['thisProgram']) thisProgram = Module['thisProgram'];legacyModuleProp('thisProgram', 'thisProgram'); -if (Module['quit']) quit_ = Module['quit'];legacyModuleProp('quit', 'quit_'); - // perform assertions in shell.js after we set up out() and err(), as otherwise if an assertion fails it cannot print the message // Assertions on removed incoming Module JS APIs. assert(typeof Module['memoryInitializerPrefixURL'] == 'undefined', 'Module.memoryInitializerPrefixURL option was removed, use Module.locateFile instead'); assert(typeof Module['pthreadMainPrefixURL'] == 'undefined', 'Module.pthreadMainPrefixURL option was removed, use Module.locateFile instead'); assert(typeof Module['cdInitializerPrefixURL'] == 'undefined', 'Module.cdInitializerPrefixURL option was removed, use Module.locateFile instead'); assert(typeof Module['filePackagePrefixURL'] == 'undefined', 'Module.filePackagePrefixURL option was removed, use Module.locateFile instead'); -assert(typeof Module['read'] == 'undefined', 'Module.read option was removed (modify read_ in JS)'); +assert(typeof Module['read'] == 'undefined', 'Module.read option was removed'); assert(typeof Module['readAsync'] == 'undefined', 'Module.readAsync option was removed (modify readAsync in JS)'); assert(typeof Module['readBinary'] == 'undefined', 'Module.readBinary option was removed (modify readBinary in JS)'); assert(typeof Module['setWindowTitle'] == 'undefined', 'Module.setWindowTitle option was removed (modify emscripten_set_window_title in JS)'); assert(typeof Module['TOTAL_MEMORY'] == 'undefined', 'Module.TOTAL_MEMORY has been renamed Module.INITIAL_MEMORY'); legacyModuleProp('asm', 'wasmExports'); -legacyModuleProp('read', 'read_'); legacyModuleProp('readAsync', 'readAsync'); legacyModuleProp('readBinary', 'readBinary'); legacyModuleProp('setWindowTitle', 'setWindowTitle'); @@ -320,10 +238,10 @@ var OPFS = 'OPFS is no longer included by default; build with -lopfs.js'; var NODEFS = 'NODEFS is no longer included by default; build with -lnodefs.js'; -assert(!ENVIRONMENT_IS_SHELL, "shell environment detected but not enabled at build time. Add 'shell' to `-sENVIRONMENT` to enable."); - +assert(!ENVIRONMENT_IS_SHELL, 'shell environment detected but not enabled at build time. Add `shell` to `-sENVIRONMENT` to enable.'); // end include: shell.js + // include: preamble.js // === Preamble library stuff === @@ -335,12 +253,10 @@ assert(!ENVIRONMENT_IS_SHELL, "shell environment detected but not enabled at bui // An online HTML version (which may be of a different version of Emscripten) // is up at http://kripken.github.io/emscripten-site/docs/api_reference/preamble.js.html -var wasmBinary; -if (Module['wasmBinary']) wasmBinary = Module['wasmBinary'];legacyModuleProp('wasmBinary', 'wasmBinary'); -var noExitRuntime = Module['noExitRuntime'] || true;legacyModuleProp('noExitRuntime', 'noExitRuntime'); +var wasmBinary = Module['wasmBinary'];legacyModuleProp('wasmBinary', 'wasmBinary'); if (typeof WebAssembly != 'object') { - abort('no native wasm support detected'); + err('no native wasm support detected'); } // Wasm globals @@ -360,6 +276,10 @@ var ABORT = false; // but only when noExitRuntime is false. var EXITSTATUS; +// In STRICT mode, we only define assert() when ASSERTIONS is set. i.e. we +// don't define it at all in release modes. This matches the behaviour of +// MINIMAL_RUNTIME. +// TODO(sbc): Make this the default even without STRICT enabled. /** @type {function(*, string=)} */ function assert(condition, text) { if (!condition) { @@ -390,6 +310,7 @@ var HEAP, /** @type {!Float64Array} */ HEAPF64; +// include: runtime_shared.js function updateMemoryViews() { var b = wasmMemory.buffer; Module['HEAP8'] = HEAP8 = new Int8Array(b); @@ -402,6 +323,7 @@ function updateMemoryViews() { Module['HEAPF64'] = HEAPF64 = new Float64Array(b); } +// end include: runtime_shared.js assert(!Module['STACK_SIZE'], 'STACK_SIZE can no longer be set at runtime. Use -sSTACK_SIZE at link time') assert(typeof Int32Array != 'undefined' && typeof Float64Array !== 'undefined' && Int32Array.prototype.subarray != undefined && Int32Array.prototype.set != undefined, @@ -449,16 +371,6 @@ function checkStackCookie() { } } // end include: runtime_stack_check.js -// include: runtime_assertions.js -// Endianness check -(function() { - var h16 = new Int16Array(1); - var h8 = new Int8Array(h16.buffer); - h16[0] = 0x6373; - if (h8[0] !== 0x73 || h8[1] !== 0x63) throw 'Runtime error: expected the system to be little-endian! (Run with -sSUPPORT_BIG_ENDIAN to bypass)'; -})(); - -// end include: runtime_assertions.js var __ATPRERUN__ = []; // functions called before the runtime is initialized var __ATINIT__ = []; // functions called during startup var __ATMAIN__ = []; // functions called when main() is to be run @@ -467,18 +379,11 @@ var __ATPOSTRUN__ = []; // functions called after the main() is called var runtimeInitialized = false; -var runtimeKeepaliveCounter = 0; - -function keepRuntimeAlive() { - return noExitRuntime || runtimeKeepaliveCounter > 0; -} - function preRun() { - if (Module['preRun']) { - if (typeof Module['preRun'] == 'function') Module['preRun'] = [Module['preRun']]; - while (Module['preRun'].length) { - addOnPreRun(Module['preRun'].shift()); - } + var preRuns = Module['preRun']; + if (preRuns) { + if (typeof preRuns == 'function') preRuns = [preRuns]; + preRuns.forEach(addOnPreRun); } callRuntimeCallbacks(__ATPRERUN__); } @@ -502,11 +407,10 @@ function preMain() { function postRun() { checkStackCookie(); - if (Module['postRun']) { - if (typeof Module['postRun'] == 'function') Module['postRun'] = [Module['postRun']]; - while (Module['postRun'].length) { - addOnPostRun(Module['postRun'].shift()); - } + var postRuns = Module['postRun']; + if (postRuns) { + if (typeof postRuns == 'function') postRuns = [postRuns]; + postRuns.forEach(addOnPostRun); } callRuntimeCallbacks(__ATPOSTRUN__); @@ -568,9 +472,7 @@ function getUniqueRunDependency(id) { function addRunDependency(id) { runDependencies++; - if (Module['monitorRunDependencies']) { - Module['monitorRunDependencies'](runDependencies); - } + Module['monitorRunDependencies']?.(runDependencies); if (id) { assert(!runDependencyTracking[id]); @@ -604,9 +506,7 @@ function addRunDependency(id) { function removeRunDependency(id) { runDependencies--; - if (Module['monitorRunDependencies']) { - Module['monitorRunDependencies'](runDependencies); - } + Module['monitorRunDependencies']?.(runDependencies); if (id) { assert(runDependencyTracking[id]); @@ -629,9 +529,7 @@ function removeRunDependency(id) { /** @param {string|number=} what */ function abort(what) { - if (Module['onAbort']) { - Module['onAbort'](what); - } + Module['onAbort']?.(what); what = 'Aborted(' + what + ')'; // TODO(sbc): Should we remove printing and leave it up to whoever @@ -639,7 +537,6 @@ function abort(what) { err(what); ABORT = true; - EXITSTATUS = 1; // Use a wasm runtime error, because a JS error might be seen as a foreign // exception, which means we'd run destructors on it. We need the error to @@ -651,7 +548,7 @@ function abort(what) { // allows this in the wasm spec. // Suppress closure compiler warning here. Closure compiler's builtin extern - // defintion for WebAssembly.RuntimeError claims it takes no arguments even + // definition for WebAssembly.RuntimeError claims it takes no arguments even // though it can. // TODO(https://github.com/google/closure-compiler/pull/3913): Remove if/when upstream closure gets fixed. /** @suppress {checkTypes} */ @@ -688,33 +585,40 @@ Module['FS_createPreloadedFile'] = FS.createPreloadedFile; // Prefix of data URIs emitted by SINGLE_FILE and related options. var dataURIPrefix = 'data:application/octet-stream;base64,'; -// Indicates whether filename is a base64 data URI. -function isDataURI(filename) { - // Prefix of data URIs emitted by SINGLE_FILE and related options. - return filename.startsWith(dataURIPrefix); -} - -// Indicates whether filename is delivered via file protocol (as opposed to http/https) -function isFileURI(filename) { - return filename.startsWith('file://'); -} +/** + * Indicates whether filename is a base64 data URI. + * @noinline + */ +var isDataURI = (filename) => filename.startsWith(dataURIPrefix); + +/** + * Indicates whether filename is delivered via file protocol (as opposed to http/https) + * @noinline + */ +var isFileURI = (filename) => filename.startsWith('file://'); // end include: URIUtils.js -function createExportWrapper(name) { - return function() { +function createExportWrapper(name, nargs) { + return (...args) => { assert(runtimeInitialized, `native function \`${name}\` called before runtime initialization`); var f = wasmExports[name]; assert(f, `exported native function \`${name}\` not found`); - return f.apply(null, arguments); + // Only assert for too many arguments. Too few can be valid since the missing arguments will be zero filled. + assert(args.length <= nargs, `native function \`${name}\` called with ${args.length} args but expects ${nargs}`); + return f(...args); }; } // include: runtime_exceptions.js // end include: runtime_exceptions.js +function findWasmBinary() { + var f = 'output.wasm'; + if (!isDataURI(f)) { + return locateFile(f); + } + return f; +} + var wasmBinaryFile; - wasmBinaryFile = 'output.wasm'; - if (!isDataURI(wasmBinaryFile)) { - wasmBinaryFile = locateFile(wasmBinaryFile); - } function getBinarySync(file) { if (file == wasmBinaryFile && wasmBinary) { @@ -723,33 +627,19 @@ function getBinarySync(file) { if (readBinary) { return readBinary(file); } - throw "both async and sync fetching of the wasm failed"; + throw 'both async and sync fetching of the wasm failed'; } function getBinaryPromise(binaryFile) { - // If we don't have the binary yet, try to load it asynchronously. - // Fetch has some additional restrictions over XHR, like it can't be used on a file:// url. - // See https://github.com/github/fetch/pull/92#issuecomment-140665932 - // Cordova or Electron apps are typically loaded from a file:// url. - // So use fetch if it is available and the url is not a file, otherwise fall back to XHR. + // If we don't have the binary yet, load it asynchronously using readAsync. if (!wasmBinary - && (ENVIRONMENT_IS_WEB || ENVIRONMENT_IS_WORKER)) { - if (typeof fetch == 'function' - && !isFileURI(binaryFile) - ) { - return fetch(binaryFile, { credentials: 'same-origin' }).then((response) => { - if (!response['ok']) { - throw "failed to load wasm binary file at '" + binaryFile + "'"; - } - return response['arrayBuffer'](); - }).catch(() => getBinarySync(binaryFile)); - } - else if (readAsync) { - // fetch is not available or url is file => try XHR (readAsync uses XHR internally) - return new Promise((resolve, reject) => { - readAsync(binaryFile, (response) => resolve(new Uint8Array(/** @type{!ArrayBuffer} */(response))), reject) - }); - } + ) { + // Fetch the binary using readAsync + return readAsync(binaryFile).then( + (response) => new Uint8Array(/** @type{!ArrayBuffer} */(response)), + // Fall back to getBinarySync if readAsync fails + () => getBinarySync(binaryFile) + ); } // Otherwise, getBinarySync should be able to get it synchronously @@ -759,8 +649,6 @@ function getBinaryPromise(binaryFile) { function instantiateArrayBuffer(binaryFile, imports, receiver) { return getBinaryPromise(binaryFile).then((binary) => { return WebAssembly.instantiate(binary, imports); - }).then((instance) => { - return instance; }).then(receiver, (reason) => { err(`failed to asynchronously prepare wasm: ${reason}`); @@ -808,14 +696,18 @@ function instantiateAsync(binary, binaryFile, imports, callback) { return instantiateArrayBuffer(binaryFile, imports, callback); } -// Create the wasm instance. -// Receives the wasm imports, returns the exports. -function createWasm() { +function getWasmImports() { // prepare imports - var info = { + return { 'env': wasmImports, 'wasi_snapshot_preview1': wasmImports, - }; + } +} + +// Create the wasm instance. +// Receives the wasm imports, returns the exports. +function createWasm() { + var info = getWasmImports(); // Load the wasm module and create an instance of using native support in the JS engine. // handle a generated wasm instance, receiving its exports and // performing other necessary setup @@ -827,16 +719,12 @@ function createWasm() { wasmMemory = wasmExports['memory']; - assert(wasmMemory, "memory not found in wasm exports"); - // This assertion doesn't hold when emscripten is run in --post-link - // mode. - // TODO(sbc): Read INITIAL_MEMORY out of the wasm file in post-link mode. - //assert(wasmMemory.buffer.byteLength === 16777216); + assert(wasmMemory, 'memory not found in wasm exports'); updateMemoryViews(); wasmTable = wasmExports['__indirect_function_table']; - assert(wasmTable, "table not found in wasm exports"); + assert(wasmTable, 'table not found in wasm exports'); addOnInit(wasmExports['__wasm_call_ctors']); @@ -868,7 +756,6 @@ function createWasm() { // Also pthreads and wasm workers initialize the wasm instance through this // path. if (Module['instantiateWasm']) { - try { return Module['instantiateWasm'](info, receiveInstance); } catch(e) { @@ -877,6 +764,8 @@ function createWasm() { } } + wasmBinaryFile ??= findWasmBinary(); + instantiateAsync(wasmBinary, wasmBinaryFile, info, receiveInstantiationResult); return {}; // no exports yet; we'll fill them in later } @@ -886,12 +775,24 @@ var tempDouble; var tempI64; // include: runtime_debug.js -function legacyModuleProp(prop, newName, incomming=true) { +// Endianness check +(() => { + var h16 = new Int16Array(1); + var h8 = new Int8Array(h16.buffer); + h16[0] = 0x6373; + if (h8[0] !== 0x73 || h8[1] !== 0x63) throw 'Runtime error: expected the system to be little-endian! (Run with -sSUPPORT_BIG_ENDIAN to bypass)'; +})(); + +if (Module['ENVIRONMENT']) { + throw new Error('Module.ENVIRONMENT has been deprecated. To force the environment, use the ENVIRONMENT compile-time option (for example, -sENVIRONMENT=web or -sENVIRONMENT=node)'); +} + +function legacyModuleProp(prop, newName, incoming=true) { if (!Object.getOwnPropertyDescriptor(Module, prop)) { Object.defineProperty(Module, prop, { configurable: true, get() { - let extra = incomming ? ' (the initial value can be provided on Module, but after startup the value is only looked for on a local variable of that name)' : ''; + let extra = incoming ? ' (the initial value can be provided on Module, but after startup the value is only looked for on a local variable of that name)' : ''; abort(`\`Module.${prop}\` has been replaced by \`${newName}\`` + extra); } @@ -918,46 +819,52 @@ function isExportedByForceFilesystem(name) { name === 'removeRunDependency'; } -function missingGlobal(sym, msg) { - if (typeof globalThis !== 'undefined') { +/** + * Intercept access to a global symbol. This enables us to give informative + * warnings/errors when folks attempt to use symbols they did not include in + * their build, or no symbols that no longer exist. + */ +function hookGlobalSymbolAccess(sym, func) { + if (typeof globalThis != 'undefined' && !Object.getOwnPropertyDescriptor(globalThis, sym)) { Object.defineProperty(globalThis, sym, { configurable: true, get() { - warnOnce('`' + sym + '` is not longer defined by emscripten. ' + msg); + func(); return undefined; } }); } } +function missingGlobal(sym, msg) { + hookGlobalSymbolAccess(sym, () => { + warnOnce(`\`${sym}\` is not longer defined by emscripten. ${msg}`); + }); +} + missingGlobal('buffer', 'Please use HEAP8.buffer or wasmMemory.buffer'); missingGlobal('asm', 'Please use wasmExports instead'); function missingLibrarySymbol(sym) { - if (typeof globalThis !== 'undefined' && !Object.getOwnPropertyDescriptor(globalThis, sym)) { - Object.defineProperty(globalThis, sym, { - configurable: true, - get() { - // Can't `abort()` here because it would break code that does runtime - // checks. e.g. `if (typeof SDL === 'undefined')`. - var msg = '`' + sym + '` is a library symbol and not included by default; add it to your library.js __deps or to DEFAULT_LIBRARY_FUNCS_TO_INCLUDE on the command line'; - // DEFAULT_LIBRARY_FUNCS_TO_INCLUDE requires the name as it appears in - // library.js, which means $name for a JS name with no prefix, or name - // for a JS name like _name. - var librarySymbol = sym; - if (!librarySymbol.startsWith('_')) { - librarySymbol = '$' + sym; - } - msg += " (e.g. -sDEFAULT_LIBRARY_FUNCS_TO_INCLUDE='" + librarySymbol + "')"; - if (isExportedByForceFilesystem(sym)) { - msg += '. Alternatively, forcing filesystem support (-sFORCE_FILESYSTEM) can export this for you'; - } - warnOnce(msg); - return undefined; - } - }); - } - // Any symbol that is not included from the JS libary is also (by definition) + hookGlobalSymbolAccess(sym, () => { + // Can't `abort()` here because it would break code that does runtime + // checks. e.g. `if (typeof SDL === 'undefined')`. + var msg = `\`${sym}\` is a library symbol and not included by default; add it to your library.js __deps or to DEFAULT_LIBRARY_FUNCS_TO_INCLUDE on the command line`; + // DEFAULT_LIBRARY_FUNCS_TO_INCLUDE requires the name as it appears in + // library.js, which means $name for a JS name with no prefix, or name + // for a JS name like _name. + var librarySymbol = sym; + if (!librarySymbol.startsWith('_')) { + librarySymbol = '$' + sym; + } + msg += ` (e.g. -sDEFAULT_LIBRARY_FUNCS_TO_INCLUDE='${librarySymbol}')`; + if (isExportedByForceFilesystem(sym)) { + msg += '. Alternatively, forcing filesystem support (-sFORCE_FILESYSTEM) can export this for you'; + } + warnOnce(msg); + }); + + // Any symbol that is not included from the JS library is also (by definition) // not exported on the Module object. unexportedRuntimeSymbol(sym); } @@ -967,7 +874,7 @@ function unexportedRuntimeSymbol(sym) { Object.defineProperty(Module, sym, { configurable: true, get() { - var msg = "'" + sym + "' was not exported. add it to EXPORTED_RUNTIME_METHODS (see the Emscripten FAQ)"; + var msg = `'${sym}' was not exported. add it to EXPORTED_RUNTIME_METHODS (see the Emscripten FAQ)`; if (isExportedByForceFilesystem(sym)) { msg += '. Alternatively, forcing filesystem support (-sFORCE_FILESYSTEM) can export this for you'; } @@ -978,16 +885,16 @@ function unexportedRuntimeSymbol(sym) { } // Used by XXXXX_DEBUG settings to output debug messages. -function dbg(text) { +function dbg(...args) { // TODO(sbc): Make this configurable somehow. Its not always convenient for // logging to show up as warnings. - console.warn.apply(console, arguments); + console.warn(...args); } // end include: runtime_debug.js // === Body === - // end include: preamble.js + /** @constructor */ function ExitStatus(status) { this.name = 'ExitStatus'; @@ -996,10 +903,8 @@ function dbg(text) { } var callRuntimeCallbacks = (callbacks) => { - while (callbacks.length > 0) { - // Pass the module as the first argument. - callbacks.shift()(Module); - } + // Pass the module as the first argument. + callbacks.forEach((f) => f(Module)); }; @@ -1010,8 +915,8 @@ function dbg(text) { function getValue(ptr, type = 'i8') { if (type.endsWith('*')) type = '*'; switch (type) { - case 'i1': return HEAP8[((ptr)>>0)]; - case 'i8': return HEAP8[((ptr)>>0)]; + case 'i1': return HEAP8[ptr]; + case 'i8': return HEAP8[ptr]; case 'i16': return HEAP16[((ptr)>>1)]; case 'i32': return HEAP32[((ptr)>>2)]; case 'i64': abort('to do getValue(i64) use WASM_BIGINT'); @@ -1022,6 +927,8 @@ function dbg(text) { } } + var noExitRuntime = Module['noExitRuntime'] || true; + var ptrToString = (ptr) => { assert(typeof ptr === 'number'); // With CAN_ADDRESS_2GB or MEMORY64, pointers are already unsigned. @@ -1038,8 +945,8 @@ function dbg(text) { function setValue(ptr, value, type = 'i8') { if (type.endsWith('*')) type = '*'; switch (type) { - case 'i1': HEAP8[((ptr)>>0)] = value; break; - case 'i8': HEAP8[((ptr)>>0)] = value; break; + case 'i1': HEAP8[ptr] = value; break; + case 'i8': HEAP8[ptr] = value; break; case 'i16': HEAP16[((ptr)>>1)] = value; break; case 'i32': HEAP32[((ptr)>>2)] = value; break; case 'i64': abort('to do setValue(i64) use WASM_BIGINT'); @@ -1050,8 +957,12 @@ function dbg(text) { } } + var stackRestore = (val) => __emscripten_stack_restore(val); + + var stackSave = () => _emscripten_stack_get_current(); + var warnOnce = (text) => { - if (!warnOnce.shown) warnOnce.shown = {}; + warnOnce.shown ||= {}; if (!warnOnce.shown[text]) { warnOnce.shown[text] = 1; if (ENVIRONMENT_IS_NODE) text = 'warning: ' + text; @@ -1059,6 +970,87 @@ function dbg(text) { } }; + var UTF8Decoder = typeof TextDecoder != 'undefined' ? new TextDecoder() : undefined; + + /** + * Given a pointer 'idx' to a null-terminated UTF8-encoded string in the given + * array that contains uint8 values, returns a copy of that string as a + * Javascript String object. + * heapOrArray is either a regular array, or a JavaScript typed array view. + * @param {number=} idx + * @param {number=} maxBytesToRead + * @return {string} + */ + var UTF8ArrayToString = (heapOrArray, idx = 0, maxBytesToRead = NaN) => { + var endIdx = idx + maxBytesToRead; + var endPtr = idx; + // TextDecoder needs to know the byte length in advance, it doesn't stop on + // null terminator by itself. Also, use the length info to avoid running tiny + // strings through TextDecoder, since .subarray() allocates garbage. + // (As a tiny code save trick, compare endPtr against endIdx using a negation, + // so that undefined/NaN means Infinity) + while (heapOrArray[endPtr] && !(endPtr >= endIdx)) ++endPtr; + + if (endPtr - idx > 16 && heapOrArray.buffer && UTF8Decoder) { + return UTF8Decoder.decode(heapOrArray.subarray(idx, endPtr)); + } + var str = ''; + // If building with TextDecoder, we have already computed the string length + // above, so test loop end condition against that + while (idx < endPtr) { + // For UTF8 byte structure, see: + // http://en.wikipedia.org/wiki/UTF-8#Description + // https://www.ietf.org/rfc/rfc2279.txt + // https://tools.ietf.org/html/rfc3629 + var u0 = heapOrArray[idx++]; + if (!(u0 & 0x80)) { str += String.fromCharCode(u0); continue; } + var u1 = heapOrArray[idx++] & 63; + if ((u0 & 0xE0) == 0xC0) { str += String.fromCharCode(((u0 & 31) << 6) | u1); continue; } + var u2 = heapOrArray[idx++] & 63; + if ((u0 & 0xF0) == 0xE0) { + u0 = ((u0 & 15) << 12) | (u1 << 6) | u2; + } else { + if ((u0 & 0xF8) != 0xF0) warnOnce('Invalid UTF-8 leading byte ' + ptrToString(u0) + ' encountered when deserializing a UTF-8 string in wasm memory to a JS string!'); + u0 = ((u0 & 7) << 18) | (u1 << 12) | (u2 << 6) | (heapOrArray[idx++] & 63); + } + + if (u0 < 0x10000) { + str += String.fromCharCode(u0); + } else { + var ch = u0 - 0x10000; + str += String.fromCharCode(0xD800 | (ch >> 10), 0xDC00 | (ch & 0x3FF)); + } + } + return str; + }; + + /** + * Given a pointer 'ptr' to a null-terminated UTF8-encoded string in the + * emscripten HEAP, returns a copy of that string as a Javascript String object. + * + * @param {number} ptr + * @param {number=} maxBytesToRead - An optional length that specifies the + * maximum number of bytes to read. You can omit this parameter to scan the + * string until the first 0 byte. If maxBytesToRead is passed, and the string + * at [ptr, ptr+maxBytesToReadr[ contains a null byte in the middle, then the + * string will cut short at that byte index (i.e. maxBytesToRead will not + * produce a string of exact length [ptr, ptr+maxBytesToRead[) N.B. mixing + * frequent uses of UTF8ToString() with and without maxBytesToRead may throw + * JS JIT optimizations off, so it is worth to consider consistently using one + * @return {string} + */ + var UTF8ToString = (ptr, maxBytesToRead) => { + assert(typeof ptr == 'number', `UTF8ToString expects a number (got ${typeof ptr})`); + return ptr ? UTF8ArrayToString(HEAPU8, ptr, maxBytesToRead) : ''; + }; + var ___assert_fail = (condition, filename, line, func) => { + abort(`Assertion failed: ${UTF8ToString(condition)}, at: ` + [filename ? UTF8ToString(filename) : 'unknown filename', line, func ? UTF8ToString(func) : 'unknown function']); + }; + + var __abort_js = () => { + abort('native code called abort()'); + }; + function __emscripten_fetch_free(id) { if (Fetch.xhrs.has(id)) { var xhr = Fetch.xhrs.get(id); @@ -1070,9 +1062,9 @@ function dbg(text) { } } - var isLeapYear = (year) => { - return year%4 === 0 && (year%100 !== 0 || year%400 === 0); - }; + var __emscripten_memcpy_js = (dest, src, num) => HEAPU8.copyWithin(dest, src, src + num); + + var isLeapYear = (year) => year%4 === 0 && (year%100 !== 0 || year%400 === 0); var MONTH_DAYS_LEAP_CUMULATIVE = [0,31,60,91,121,152,182,213,244,274,305,335]; @@ -1091,7 +1083,7 @@ function dbg(text) { return ((hi + 0x200000) >>> 0 < 0x400001 - !!lo) ? (lo >>> 0) + hi * 4294967296 : NaN; }; function __localtime_js(time_low, time_high,tmPtr) { - var time = convertI32PairToI53Checked(time_low, time_high);; + var time = convertI32PairToI53Checked(time_low, time_high); var date = new Date(time*1000); @@ -1116,29 +1108,8 @@ function dbg(text) { ; } - var lengthBytesUTF8 = (str) => { - var len = 0; - for (var i = 0; i < str.length; ++i) { - // Gotcha: charCodeAt returns a 16-bit word that is a UTF-16 encoded code - // unit, not a Unicode code point of the character! So decode - // UTF16->UTF32->UTF8. - // See http://unicode.org/faq/utf_bom.html#utf16-3 - var c = str.charCodeAt(i); // possibly a lead surrogate - if (c <= 0x7F) { - len++; - } else if (c <= 0x7FF) { - len += 2; - } else if (c >= 0xD800 && c <= 0xDFFF) { - len += 4; ++i; - } else { - len += 3; - } - } - return len; - }; - var stringToUTF8Array = (str, heap, outIdx, maxBytesToWrite) => { - assert(typeof str === 'string'); + assert(typeof str === 'string', `stringToUTF8Array expects a string (got ${typeof str})`); // Parameter maxBytesToWrite is not optional. Negative values, 0, null, // undefined and false each don't write out any bytes. if (!(maxBytesToWrite > 0)) @@ -1189,13 +1160,27 @@ function dbg(text) { return stringToUTF8Array(str, HEAPU8, outPtr, maxBytesToWrite); }; - var stringToNewUTF8 = (str) => { - var size = lengthBytesUTF8(str) + 1; - var ret = _malloc(size); - if (ret) stringToUTF8(str, ret, size); - return ret; + var lengthBytesUTF8 = (str) => { + var len = 0; + for (var i = 0; i < str.length; ++i) { + // Gotcha: charCodeAt returns a 16-bit word that is a UTF-16 encoded code + // unit, not a Unicode code point of the character! So decode + // UTF16->UTF32->UTF8. + // See http://unicode.org/faq/utf_bom.html#utf16-3 + var c = str.charCodeAt(i); // possibly a lead surrogate + if (c <= 0x7F) { + len++; + } else if (c <= 0x7FF) { + len += 2; + } else if (c >= 0xD800 && c <= 0xDFFF) { + len += 4; ++i; + } else { + len += 3; + } + } + return len; }; - var __tzset_js = (timezone, daylight, tzname) => { + var __tzset_js = (timezone, daylight, std_name, dst_name) => { // TODO: Use (malleable) environment variables instead of system settings. var currentYear = new Date().getFullYear(); var winter = new Date(currentYear, 0, 1); @@ -1203,9 +1188,12 @@ function dbg(text) { var winterOffset = winter.getTimezoneOffset(); var summerOffset = summer.getTimezoneOffset(); - // Local standard timezone offset. Local standard time is not adjusted for daylight savings. - // This code uses the fact that getTimezoneOffset returns a greater value during Standard Time versus Daylight Saving Time (DST). - // Thus it determines the expected output during Standard Time, and it compares whether the output of the given date the same (Standard) or less (DST). + // Local standard timezone offset. Local standard time is not adjusted for + // daylight savings. This code uses the fact that getTimezoneOffset returns + // a greater value during Standard Time versus Daylight Saving Time (DST). + // Thus it determines the expected output during Standard Time, and it + // compares whether the output of the given date the same (Standard) or less + // (DST). var stdTimezoneOffset = Math.max(winterOffset, summerOffset); // timezone is specified as seconds west of UTC ("The external variable @@ -1217,51 +1205,44 @@ function dbg(text) { HEAP32[((daylight)>>2)] = Number(winterOffset != summerOffset); - function extractZone(date) { - var match = date.toTimeString().match(/\(([A-Za-z ]+)\)$/); - return match ? match[1] : "GMT"; - }; - var winterName = extractZone(winter); - var summerName = extractZone(summer); - var winterNamePtr = stringToNewUTF8(winterName); - var summerNamePtr = stringToNewUTF8(summerName); + var extractZone = (timezoneOffset) => { + // Why inverse sign? + // Read here https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Date/getTimezoneOffset + var sign = timezoneOffset >= 0 ? "-" : "+"; + + var absOffset = Math.abs(timezoneOffset) + var hours = String(Math.floor(absOffset / 60)).padStart(2, "0"); + var minutes = String(absOffset % 60).padStart(2, "0"); + + return `UTC${sign}${hours}${minutes}`; + } + + var winterName = extractZone(winterOffset); + var summerName = extractZone(summerOffset); + assert(winterName); + assert(summerName); + assert(lengthBytesUTF8(winterName) <= 16, `timezone name truncated to fit in TZNAME_MAX (${winterName})`); + assert(lengthBytesUTF8(summerName) <= 16, `timezone name truncated to fit in TZNAME_MAX (${summerName})`); if (summerOffset < winterOffset) { // Northern hemisphere - HEAPU32[((tzname)>>2)] = winterNamePtr; - HEAPU32[(((tzname)+(4))>>2)] = summerNamePtr; + stringToUTF8(winterName, std_name, 17); + stringToUTF8(summerName, dst_name, 17); } else { - HEAPU32[((tzname)>>2)] = summerNamePtr; - HEAPU32[(((tzname)+(4))>>2)] = winterNamePtr; + stringToUTF8(winterName, dst_name, 17); + stringToUTF8(summerName, std_name, 17); } }; - var _abort = () => { - abort('native code called abort()'); - }; - var _emscripten_date_now = () => Date.now(); - var withStackSave = (f) => { - var stack = stackSave(); - var ret = f(); - stackRestore(stack); - return ret; - }; var JSEvents = { - inEventHandler:0, removeAllEventListeners() { - for (var i = JSEvents.eventHandlers.length-1; i >= 0; --i) { - JSEvents._removeHandler(i); + while (JSEvents.eventHandlers.length) { + JSEvents._removeHandler(JSEvents.eventHandlers.length - 1); } - JSEvents.eventHandlers = []; JSEvents.deferredCalls = []; }, - registerRemoveEventListeners() { - if (!JSEvents.removeEventListenersRegistered) { - __ATEXIT__.push(JSEvents.removeAllEventListeners); - JSEvents.removeEventListenersRegistered = true; - } - }, + inEventHandler:0, deferredCalls:[], deferCall(targetFunction, precedence, argsList) { function arraysHaveEqualContent(arrA, arrB) { @@ -1273,8 +1254,7 @@ function dbg(text) { return true; } // Test if the given call was already queued, and if so, don't add it again. - for (var i in JSEvents.deferredCalls) { - var call = JSEvents.deferredCalls[i]; + for (var call of JSEvents.deferredCalls) { if (call.targetFunction == targetFunction && arraysHaveEqualContent(call.argsList, argsList)) { return; } @@ -1288,12 +1268,7 @@ function dbg(text) { JSEvents.deferredCalls.sort((x,y) => x.precedence < y.precedence); }, removeDeferredCalls(targetFunction) { - for (var i = 0; i < JSEvents.deferredCalls.length; ++i) { - if (JSEvents.deferredCalls[i].targetFunction == targetFunction) { - JSEvents.deferredCalls.splice(i, 1); - --i; - } - } + JSEvents.deferredCalls = JSEvents.deferredCalls.filter((call) => call.targetFunction != targetFunction); }, canPerformEventHandlerRequests() { if (navigator.userActivation) { @@ -1311,11 +1286,10 @@ function dbg(text) { if (!JSEvents.canPerformEventHandlerRequests()) { return; } - for (var i = 0; i < JSEvents.deferredCalls.length; ++i) { - var call = JSEvents.deferredCalls[i]; - JSEvents.deferredCalls.splice(i, 1); - --i; - call.targetFunction.apply(null, call.argsList); + var deferredCalls = JSEvents.deferredCalls; + JSEvents.deferredCalls = []; + for (var call of deferredCalls) { + call.targetFunction(...call.argsList); } }, eventHandlers:[], @@ -1338,25 +1312,25 @@ function dbg(text) { console.dir(eventHandler); return -4; } - var jsEventHandler = function jsEventHandler(event) { - // Increment nesting count for the event handler. - ++JSEvents.inEventHandler; - JSEvents.currentEventHandler = eventHandler; - // Process any old deferred calls the user has placed. - JSEvents.runDeferredCalls(); - // Process the actual event, calls back to user C code handler. - eventHandler.handlerFunc(event); - // Process any new deferred calls that were placed right now from this event handler. - JSEvents.runDeferredCalls(); - // Out of event handler - restore nesting count. - --JSEvents.inEventHandler; - }; - if (eventHandler.callbackfunc) { - eventHandler.eventListenerFunc = jsEventHandler; - eventHandler.target.addEventListener(eventHandler.eventTypeString, jsEventHandler, eventHandler.useCapture); + eventHandler.eventListenerFunc = function(event) { + // Increment nesting count for the event handler. + ++JSEvents.inEventHandler; + JSEvents.currentEventHandler = eventHandler; + // Process any old deferred calls the user has placed. + JSEvents.runDeferredCalls(); + // Process the actual event, calls back to user C code handler. + eventHandler.handlerFunc(event); + // Process any new deferred calls that were placed right now from this event handler. + JSEvents.runDeferredCalls(); + // Out of event handler - restore nesting count. + --JSEvents.inEventHandler; + }; + + eventHandler.target.addEventListener(eventHandler.eventTypeString, + eventHandler.eventListenerFunc, + eventHandler.useCapture); JSEvents.eventHandlers.push(eventHandler); - JSEvents.registerRemoveEventListeners(); } else { for (var i = 0; i < JSEvents.eventHandlers.length; ++i) { if (JSEvents.eventHandlers[i].target == eventHandler.target @@ -1371,7 +1345,7 @@ function dbg(text) { if (!target) return ''; if (target == window) return '#window'; if (target == screen) return '#screen'; - return (target && target.nodeName) ? target.nodeName : ''; + return target?.nodeName || ''; }, fullscreenEnabled() { return document.fullscreenEnabled @@ -1382,79 +1356,6 @@ function dbg(text) { }, }; - var UTF8Decoder = typeof TextDecoder != 'undefined' ? new TextDecoder('utf8') : undefined; - - /** - * Given a pointer 'idx' to a null-terminated UTF8-encoded string in the given - * array that contains uint8 values, returns a copy of that string as a - * Javascript String object. - * heapOrArray is either a regular array, or a JavaScript typed array view. - * @param {number} idx - * @param {number=} maxBytesToRead - * @return {string} - */ - var UTF8ArrayToString = (heapOrArray, idx, maxBytesToRead) => { - var endIdx = idx + maxBytesToRead; - var endPtr = idx; - // TextDecoder needs to know the byte length in advance, it doesn't stop on - // null terminator by itself. Also, use the length info to avoid running tiny - // strings through TextDecoder, since .subarray() allocates garbage. - // (As a tiny code save trick, compare endPtr against endIdx using a negation, - // so that undefined means Infinity) - while (heapOrArray[endPtr] && !(endPtr >= endIdx)) ++endPtr; - - if (endPtr - idx > 16 && heapOrArray.buffer && UTF8Decoder) { - return UTF8Decoder.decode(heapOrArray.subarray(idx, endPtr)); - } - var str = ''; - // If building with TextDecoder, we have already computed the string length - // above, so test loop end condition against that - while (idx < endPtr) { - // For UTF8 byte structure, see: - // http://en.wikipedia.org/wiki/UTF-8#Description - // https://www.ietf.org/rfc/rfc2279.txt - // https://tools.ietf.org/html/rfc3629 - var u0 = heapOrArray[idx++]; - if (!(u0 & 0x80)) { str += String.fromCharCode(u0); continue; } - var u1 = heapOrArray[idx++] & 63; - if ((u0 & 0xE0) == 0xC0) { str += String.fromCharCode(((u0 & 31) << 6) | u1); continue; } - var u2 = heapOrArray[idx++] & 63; - if ((u0 & 0xF0) == 0xE0) { - u0 = ((u0 & 15) << 12) | (u1 << 6) | u2; - } else { - if ((u0 & 0xF8) != 0xF0) warnOnce('Invalid UTF-8 leading byte ' + ptrToString(u0) + ' encountered when deserializing a UTF-8 string in wasm memory to a JS string!'); - u0 = ((u0 & 7) << 18) | (u1 << 12) | (u2 << 6) | (heapOrArray[idx++] & 63); - } - - if (u0 < 0x10000) { - str += String.fromCharCode(u0); - } else { - var ch = u0 - 0x10000; - str += String.fromCharCode(0xD800 | (ch >> 10), 0xDC00 | (ch & 0x3FF)); - } - } - return str; - }; - - /** - * Given a pointer 'ptr' to a null-terminated UTF8-encoded string in the - * emscripten HEAP, returns a copy of that string as a Javascript String object. - * - * @param {number} ptr - * @param {number=} maxBytesToRead - An optional length that specifies the - * maximum number of bytes to read. You can omit this parameter to scan the - * string until the first 0 byte. If maxBytesToRead is passed, and the string - * at [ptr, ptr+maxBytesToReadr[ contains a null byte in the middle, then the - * string will cut short at that byte index (i.e. maxBytesToRead will not - * produce a string of exact length [ptr, ptr+maxBytesToRead[) N.B. mixing - * frequent uses of UTF8ToString() with and without maxBytesToRead may throw - * JS JIT optimizations off, so it is worth to consider consistently using one - * @return {string} - */ - var UTF8ToString = (ptr, maxBytesToRead) => { - assert(typeof ptr == 'number'); - return ptr ? UTF8ArrayToString(HEAPU8, ptr, maxBytesToRead) : ''; - }; var maybeCStringToJsString = (cString) => { // "cString > 2" checks if the input is a number, and isn't of the special // values we accept here, EMSCRIPTEN_EVENT_TARGET_* (which map to 0, 1, 2). @@ -1463,6 +1364,7 @@ function dbg(text) { return cString > 2 ? UTF8ToString(cString) : cString; }; + /** @type {Object} */ var specialHTMLTargets = [0, typeof document != 'undefined' ? document : 0, typeof window != 'undefined' ? window : 0]; var findEventTarget = (target) => { target = maybeCStringToJsString(target); @@ -1485,10 +1387,9 @@ function dbg(text) { var _emscripten_is_main_browser_thread = () => !ENVIRONMENT_IS_WORKER; - var _emscripten_memcpy_js = (dest, src, num) => HEAPU8.copyWithin(dest, src, src + num); - var wasmTableMirror = []; + /** @type {WebAssembly.Table} */ var wasmTable; var getWasmTableEntry = (funcPtr) => { var func = wasmTableMirror[funcPtr]; @@ -1496,7 +1397,7 @@ function dbg(text) { if (funcPtr >= wasmTableMirror.length) wasmTableMirror.length = funcPtr + 1; wasmTableMirror[funcPtr] = func = wasmTable.get(funcPtr); } - assert(wasmTable.get(funcPtr) == func, "JavaScript-side Wasm function table mirror is out of date!"); + assert(wasmTable.get(funcPtr) == func, 'JavaScript-side Wasm function table mirror is out of date!'); return func; }; var _emscripten_request_animation_frame_loop = (cb, userData) => { @@ -1515,9 +1416,14 @@ function dbg(text) { // casing all heap size related code to treat 0 specially. 2147483648; + var alignMemory = (size, alignment) => { + assert(alignment, "alignment argument is required"); + return Math.ceil(size / alignment) * alignment; + }; + var growMemory = (size) => { var b = wasmMemory.buffer; - var pages = (size - b.byteLength + 65535) / 65536; + var pages = ((size - b.byteLength + 65535) / 65536) | 0; try { // round size grow request up to wasm page size (fixed 64KB per spec) wasmMemory.grow(pages); // .grow() takes a delta compared to the previous size @@ -1562,8 +1468,6 @@ function dbg(text) { return false; } - var alignUp = (x, multiple) => x + (multiple - x % multiple) % multiple; - // Loop through potential heap size increases. If we attempt a too eager // reservation that fails, cut down on the attempted size and reserve a // smaller bump instead. (max 3 times, chosen somewhat arbitrarily) @@ -1572,7 +1476,7 @@ function dbg(text) { // but limit overreserving (default to capping at +96MB overgrowth at most) overGrownHeapSize = Math.min(overGrownHeapSize, requestedSize + 100663296 ); - var newSize = Math.min(maxHeapSize, alignUp(Math.max(requestedSize, overGrownHeapSize), 65536)); + var newSize = Math.min(maxHeapSize, alignMemory(Math.max(requestedSize, overGrownHeapSize), 65536)); var replacement = growMemory(newSize); if (replacement) { @@ -1585,7 +1489,7 @@ function dbg(text) { }; - var findCanvasEventTarget = (target) => findEventTarget(target); + var findCanvasEventTarget = findEventTarget; var _emscripten_set_canvas_element_size = (target, width, height) => { var canvas = findCanvasEventTarget(target); if (!canvas) return -4; @@ -1600,34 +1504,35 @@ function dbg(text) { var fillMouseEventData = (eventStruct, e, target) => { assert(eventStruct % 4 == 0); HEAPF64[((eventStruct)>>3)] = e.timeStamp; - var idx = eventStruct >> 2; + var idx = ((eventStruct)>>2); HEAP32[idx + 2] = e.screenX; HEAP32[idx + 3] = e.screenY; HEAP32[idx + 4] = e.clientX; HEAP32[idx + 5] = e.clientY; - HEAP32[idx + 6] = e.ctrlKey; - HEAP32[idx + 7] = e.shiftKey; - HEAP32[idx + 8] = e.altKey; - HEAP32[idx + 9] = e.metaKey; - HEAP16[idx*2 + 20] = e.button; - HEAP16[idx*2 + 21] = e.buttons; - - HEAP32[idx + 11] = e["movementX"] + HEAP8[eventStruct + 24] = e.ctrlKey; + HEAP8[eventStruct + 25] = e.shiftKey; + HEAP8[eventStruct + 26] = e.altKey; + HEAP8[eventStruct + 27] = e.metaKey; + HEAP16[idx*2 + 14] = e.button; + HEAP16[idx*2 + 15] = e.buttons; + + HEAP32[idx + 8] = e["movementX"] ; - HEAP32[idx + 12] = e["movementY"] + HEAP32[idx + 9] = e["movementY"] ; + // Note: rect contains doubles (truncated to placate SAFE_HEAP, which is the same behaviour when writing to HEAP32 anyway) var rect = getBoundingClientRect(target); - HEAP32[idx + 13] = e.clientX - rect.left; - HEAP32[idx + 14] = e.clientY - rect.top; + HEAP32[idx + 10] = e.clientX - (rect.left | 0); + HEAP32[idx + 11] = e.clientY - (rect.top | 0); }; var registerMouseEventCallback = (target, userData, useCapture, callbackfunc, eventTypeId, eventTypeString, targetThread) => { - if (!JSEvents.mouseEvent) JSEvents.mouseEvent = _malloc(72); + JSEvents.mouseEvent ||= _malloc(64); target = findEventTarget(target); var mouseEventHandlerFunc = (e = event) => { @@ -1654,7 +1559,7 @@ function dbg(text) { var registerUiEventCallback = (target, userData, useCapture, callbackfunc, eventTypeId, eventTypeString, targetThread) => { - if (!JSEvents.uiEvent) JSEvents.uiEvent = _malloc(36); + JSEvents.uiEvent ||= _malloc(36); target = findEventTarget(target); @@ -1672,15 +1577,15 @@ function dbg(text) { return; } var uiEvent = JSEvents.uiEvent; - HEAP32[((uiEvent)>>2)] = e.detail; + HEAP32[((uiEvent)>>2)] = 0; // always zero for resize and scroll HEAP32[(((uiEvent)+(4))>>2)] = b.clientWidth; HEAP32[(((uiEvent)+(8))>>2)] = b.clientHeight; HEAP32[(((uiEvent)+(12))>>2)] = innerWidth; HEAP32[(((uiEvent)+(16))>>2)] = innerHeight; HEAP32[(((uiEvent)+(20))>>2)] = outerWidth; HEAP32[(((uiEvent)+(24))>>2)] = outerHeight; - HEAP32[(((uiEvent)+(28))>>2)] = pageXOffset; - HEAP32[(((uiEvent)+(32))>>2)] = pageYOffset; + HEAP32[(((uiEvent)+(28))>>2)] = pageXOffset | 0; // scroll offsets are float + HEAP32[(((uiEvent)+(32))>>2)] = pageYOffset | 0; if (getWasmTableEntry(callbackfunc)(eventTypeId, uiEvent, userData)) e.preventDefault(); }; @@ -1698,40 +1603,40 @@ function dbg(text) { - function handleAllocatorInit() { - Object.assign(HandleAllocator.prototype, /** @lends {HandleAllocator.prototype} */ { - get(id) { - assert(this.allocated[id] !== undefined, `invalid handle: ${id}`); - return this.allocated[id]; - }, - has(id) { - return this.allocated[id] !== undefined; - }, - allocate(handle) { - var id = this.freelist.pop() || this.allocated.length; - this.allocated[id] = handle; - return id; - }, - free(id) { - assert(this.allocated[id] !== undefined); - // Set the slot to `undefined` rather than using `delete` here since - // apparently arrays with holes in them can be less efficient. - this.allocated[id] = undefined; - this.freelist.push(id); - } - }); - } - /** @constructor */ - function HandleAllocator() { - // Reserve slot 0 so that 0 is always an invalid handle - this.allocated = [undefined]; - this.freelist = []; + class HandleAllocator { + constructor() { + // TODO(https://github.com/emscripten-core/emscripten/issues/21414): + // Use inline field declarations. + this.allocated = [undefined]; + this.freelist = []; + } + get(id) { + assert(this.allocated[id] !== undefined, `invalid handle: ${id}`); + return this.allocated[id]; + } + has(id) { + return this.allocated[id] !== undefined; + } + allocate(handle) { + var id = this.freelist.pop() || this.allocated.length; + this.allocated[id] = handle; + return id; + } + free(id) { + assert(this.allocated[id] !== undefined); + // Set the slot to `undefined` rather than using `delete` here since + // apparently arrays with holes in them can be less efficient. + this.allocated[id] = undefined; + this.freelist.push(id); + } } var Fetch = { openDatabase(dbname, dbversion, onsuccess, onerror) { try { var openRequest = indexedDB.open(dbname, dbversion); - } catch (e) { return onerror(e); } + } catch (e) { + return onerror(e); + } openRequest.onupgradeneeded = (event) => { var db = /** @type {IDBDatabase} */ (event.target.result); @@ -1741,7 +1646,7 @@ function dbg(text) { db.createObjectStore('FILES'); }; openRequest.onsuccess = (event) => onsuccess(event.target.result); - openRequest.onerror = (error) => onerror(error); + openRequest.onerror = onerror; }, init() { Fetch.xhrs = new HandleAllocator(); @@ -1768,9 +1673,9 @@ function dbg(text) { } var url_ = UTF8ToString(url); - var fetch_attr = fetch + 112; + var fetch_attr = fetch + 108; var requestMethod = UTF8ToString(fetch_attr + 0); - if (!requestMethod) requestMethod = 'GET'; + requestMethod ||= 'GET'; var timeoutMsecs = HEAPU32[(((fetch_attr)+(56))>>2)]; var userName = HEAPU32[(((fetch_attr)+(68))>>2)]; var password = HEAPU32[(((fetch_attr)+(72))>>2)]; @@ -1788,7 +1693,7 @@ function dbg(text) { var passwordStr = password ? UTF8ToString(password) : undefined; var xhr = new XMLHttpRequest(); - xhr.withCredentials = !!HEAPU8[(((fetch_attr)+(60))>>0)];; + xhr.withCredentials = !!HEAPU8[(fetch_attr)+(60)];; xhr.open(requestMethod, url_, !fetchAttrSynchronous, userNameStr, passwordStr); if (!fetchAttrSynchronous) xhr.timeout = timeoutMsecs; // XHR timeout field is only accessible in async XHRs, and must be set after .open() but before .send(). xhr.url_ = url_; // Save the url for debugging purposes (and for comparing to the responseURL that server side advertised) @@ -1824,7 +1729,7 @@ function dbg(text) { function saveResponseAndStatus() { var ptr = 0; var ptrLen = 0; - if (xhr.response && fetchAttrLoadToMemory && HEAPU32[fetch + 12 >> 2] === 0) { + if (xhr.response && fetchAttrLoadToMemory && HEAPU32[(((fetch)+(12))>>2)] === 0) { ptrLen = xhr.response.byteLength; } if (ptrLen > 0) { @@ -1833,7 +1738,7 @@ function dbg(text) { ptr = _malloc(ptrLen); HEAPU8.set(new Uint8Array(/** @type{Array<number>} */(xhr.response)), ptr); } - HEAPU32[fetch + 12 >> 2] = ptr; + HEAPU32[(((fetch)+(12))>>2)] = ptr writeI53ToI64(fetch + 16, ptrLen); writeI53ToI64(fetch + 24, 0); var len = xhr.response ? xhr.response.byteLength : 0; @@ -1843,8 +1748,8 @@ function dbg(text) { // the most recent XHR.onprogress handler. writeI53ToI64(fetch + 32, len); } - HEAPU16[fetch + 40 >> 1] = xhr.readyState; - HEAPU16[fetch + 42 >> 1] = xhr.status; + HEAP16[(((fetch)+(40))>>1)] = xhr.readyState + HEAP16[(((fetch)+(42))>>1)] = xhr.status if (xhr.statusText) stringToUTF8(xhr.statusText, fetch + 44, 64); } @@ -1855,9 +1760,9 @@ function dbg(text) { } saveResponseAndStatus(); if (xhr.status >= 200 && xhr.status < 300) { - if (onsuccess) onsuccess(fetch, xhr, e); + onsuccess?.(fetch, xhr, e); } else { - if (onerror) onerror(fetch, xhr, e); + onerror?.(fetch, xhr, e); } }; xhr.onerror = (e) => { @@ -1866,14 +1771,14 @@ function dbg(text) { return; } saveResponseAndStatus(); - if (onerror) onerror(fetch, xhr, e); + onerror?.(fetch, xhr, e); }; xhr.ontimeout = (e) => { // check if xhr was aborted by user and don't try to call back if (!Fetch.xhrs.has(id)) { return; } - if (onerror) onerror(fetch, xhr, e); + onerror?.(fetch, xhr, e); }; xhr.onprogress = (e) => { // check if xhr was aborted by user and don't try to call back @@ -1888,16 +1793,16 @@ function dbg(text) { ptr = _malloc(ptrLen); HEAPU8.set(new Uint8Array(/** @type{Array<number>} */(xhr.response)), ptr); } - HEAPU32[fetch + 12 >> 2] = ptr; + HEAPU32[(((fetch)+(12))>>2)] = ptr writeI53ToI64(fetch + 16, ptrLen); writeI53ToI64(fetch + 24, e.loaded - ptrLen); writeI53ToI64(fetch + 32, e.total); - HEAPU16[fetch + 40 >> 1] = xhr.readyState; + HEAP16[(((fetch)+(40))>>1)] = xhr.readyState // If loading files from a source that does not give HTTP status code, assume success if we get data bytes if (xhr.readyState >= 3 && xhr.status === 0 && e.loaded > 0) xhr.status = 200; - HEAPU16[fetch + 42 >> 1] = xhr.status; + HEAP16[(((fetch)+(42))>>1)] = xhr.status if (xhr.statusText) stringToUTF8(xhr.statusText, fetch + 44, 64); - if (onprogress) onprogress(fetch, xhr, e); + onprogress?.(fetch, xhr, e); if (ptr) { _free(ptr); } @@ -1908,16 +1813,16 @@ function dbg(text) { return; } - HEAPU16[fetch + 40 >> 1] = xhr.readyState; + HEAP16[(((fetch)+(40))>>1)] = xhr.readyState if (xhr.readyState >= 2) { - HEAPU16[fetch + 42 >> 1] = xhr.status; + HEAP16[(((fetch)+(42))>>1)] = xhr.status } - if (onreadystatechange) onreadystatechange(fetch, xhr, e); + onreadystatechange?.(fetch, xhr, e); }; try { xhr.send(data); } catch(e) { - if (onerror) onerror(fetch, xhr, e); + onerror?.(fetch, xhr, e); } } @@ -1940,29 +1845,17 @@ function dbg(text) { }; - var SYSCALLS = { - varargs:undefined, - get() { - assert(SYSCALLS.varargs != undefined); - // the `+` prepended here is necessary to convince the JSCompiler that varargs is indeed a number. - var ret = HEAP32[((+SYSCALLS.varargs)>>2)]; - SYSCALLS.varargs += 4; - return ret; - }, - getp() { return SYSCALLS.get() }, - getStr(ptr) { - var ret = UTF8ToString(ptr); - return ret; - }, - }; + var runtimeKeepaliveCounter = 0; + var keepRuntimeAlive = () => noExitRuntime || runtimeKeepaliveCounter > 0; var _proc_exit = (code) => { EXITSTATUS = code; if (!keepRuntimeAlive()) { - if (Module['onExit']) Module['onExit'](code); + Module['onExit']?.(code); ABORT = true; } quit_(code, new ExitStatus(code)); }; + /** @suppress {duplicate } */ /** @param {boolean|number=} implicit */ var exitJS = (status, implicit) => { @@ -1980,6 +1873,7 @@ function dbg(text) { }; var _exit = exitJS; + var maybeExit = () => { if (!keepRuntimeAlive()) { try { @@ -2025,9 +1919,9 @@ function dbg(text) { return; } - var fetch_attr = fetch + 112; - var destinationPath = HEAPU32[fetch_attr + 64 >> 2]; - if (!destinationPath) destinationPath = HEAPU32[fetch + 8 >> 2]; + var fetch_attr = fetch + 108; + var destinationPath = HEAPU32[(((fetch_attr)+(64))>>2)]; + destinationPath ||= HEAPU32[(((fetch)+(8))>>2)]; var destinationPathStr = UTF8ToString(destinationPath); try { @@ -2035,8 +1929,8 @@ function dbg(text) { var packages = transaction.objectStore('FILES'); var putRequest = packages.put(data, destinationPathStr); putRequest.onsuccess = (event) => { - HEAPU16[fetch + 40 >> 1] = 4; // Mimic XHR readyState 4 === 'DONE: The operation is complete' - HEAPU16[fetch + 42 >> 1] = 200; // Mimic XHR HTTP status code 200 "OK" + HEAP16[(((fetch)+(40))>>1)] = 4 // Mimic XHR readyState 4 === 'DONE: The operation is complete' + HEAP16[(((fetch)+(42))>>1)] = 200 // Mimic XHR HTTP status code 200 "OK" stringToUTF8("OK", fetch + 44, 64); onsuccess(fetch, 0, destinationPathStr); }; @@ -2044,8 +1938,8 @@ function dbg(text) { // Most likely we got an error if IndexedDB is unwilling to store any more data for this page. // TODO: Can we identify and break down different IndexedDB-provided errors and convert those // to more HTTP status codes for more information? - HEAPU16[fetch + 40 >> 1] = 4; // Mimic XHR readyState 4 === 'DONE: The operation is complete' - HEAPU16[fetch + 42 >> 1] = 413; // Mimic XHR HTTP status code 413 "Payload Too Large" + HEAP16[(((fetch)+(40))>>1)] = 4 // Mimic XHR readyState 4 === 'DONE: The operation is complete' + HEAP16[(((fetch)+(42))>>1)] = 413 // Mimic XHR HTTP status code 413 "Payload Too Large" stringToUTF8("Payload Too Large", fetch + 44, 64); onerror(fetch, 0, error); }; @@ -2060,9 +1954,9 @@ function dbg(text) { return; } - var fetch_attr = fetch + 112; - var path = HEAPU32[fetch_attr + 64 >> 2]; - if (!path) path = HEAPU32[fetch + 8 >> 2]; + var fetch_attr = fetch + 108; + var path = HEAPU32[(((fetch_attr)+(64))>>2)]; + path ||= HEAPU32[(((fetch)+(8))>>2)]; var pathStr = UTF8ToString(path); try { @@ -2077,25 +1971,25 @@ function dbg(text) { // freed when emscripten_fetch_close() is called. var ptr = _malloc(len); HEAPU8.set(new Uint8Array(value), ptr); - HEAPU32[fetch + 12 >> 2] = ptr; + HEAPU32[(((fetch)+(12))>>2)] = ptr; writeI53ToI64(fetch + 16, len); writeI53ToI64(fetch + 24, 0); writeI53ToI64(fetch + 32, len); - HEAPU16[fetch + 40 >> 1] = 4; // Mimic XHR readyState 4 === 'DONE: The operation is complete' - HEAPU16[fetch + 42 >> 1] = 200; // Mimic XHR HTTP status code 200 "OK" + HEAP16[(((fetch)+(40))>>1)] = 4 // Mimic XHR readyState 4 === 'DONE: The operation is complete' + HEAP16[(((fetch)+(42))>>1)] = 200 // Mimic XHR HTTP status code 200 "OK" stringToUTF8("OK", fetch + 44, 64); onsuccess(fetch, 0, value); } else { // Succeeded to load, but the load came back with the value of undefined, treat that as an error since we never store undefined in db. - HEAPU16[fetch + 40 >> 1] = 4; // Mimic XHR readyState 4 === 'DONE: The operation is complete' - HEAPU16[fetch + 42 >> 1] = 404; // Mimic XHR HTTP status code 404 "Not Found" + HEAP16[(((fetch)+(40))>>1)] = 4 // Mimic XHR readyState 4 === 'DONE: The operation is complete' + HEAP16[(((fetch)+(42))>>1)] = 404 // Mimic XHR HTTP status code 404 "Not Found" stringToUTF8("Not Found", fetch + 44, 64); onerror(fetch, 0, 'no data'); } }; getRequest.onerror = (error) => { - HEAPU16[fetch + 40 >> 1] = 4; // Mimic XHR readyState 4 === 'DONE: The operation is complete' - HEAPU16[fetch + 42 >> 1] = 404; // Mimic XHR HTTP status code 404 "Not Found" + HEAP16[(((fetch)+(40))>>1)] = 4 // Mimic XHR readyState 4 === 'DONE: The operation is complete' + HEAP16[(((fetch)+(42))>>1)] = 404 // Mimic XHR HTTP status code 404 "Not Found" stringToUTF8("Not Found", fetch + 44, 64); onerror(fetch, 0, error); }; @@ -2110,9 +2004,10 @@ function dbg(text) { return; } - var fetch_attr = fetch + 112; - var path = HEAPU32[fetch_attr + 64 >> 2]; - if (!path) path = HEAPU32[fetch + 8 >> 2]; + var fetch_attr = fetch + 108; + var path = HEAPU32[(((fetch_attr)+(64))>>2)]; + path ||= HEAPU32[(((fetch)+(8))>>2)]; + var pathStr = UTF8ToString(path); try { @@ -2121,18 +2016,20 @@ function dbg(text) { var request = packages.delete(pathStr); request.onsuccess = (event) => { var value = event.target.result; - HEAPU32[fetch + 12 >> 2] = 0; + HEAPU32[(((fetch)+(12))>>2)] = 0; writeI53ToI64(fetch + 16, 0); writeI53ToI64(fetch + 24, 0); writeI53ToI64(fetch + 32, 0); - HEAPU16[fetch + 40 >> 1] = 4; // Mimic XHR readyState 4 === 'DONE: The operation is complete' - HEAPU16[fetch + 42 >> 1] = 200; // Mimic XHR HTTP status code 200 "OK" + // Mimic XHR readyState 4 === 'DONE: The operation is complete' + HEAP16[(((fetch)+(40))>>1)] = 4; + // Mimic XHR HTTP status code 200 "OK" + HEAP16[(((fetch)+(42))>>1)] = 200; stringToUTF8("OK", fetch + 44, 64); onsuccess(fetch, 0, value); }; request.onerror = (error) => { - HEAPU16[fetch + 40 >> 1] = 4; // Mimic XHR readyState 4 === 'DONE: The operation is complete' - HEAPU16[fetch + 42 >> 1] = 404; // Mimic XHR HTTP status code 404 "Not Found" + HEAP16[(((fetch)+(40))>>1)] = 4 // Mimic XHR readyState 4 === 'DONE: The operation is complete' + HEAP16[(((fetch)+(42))>>1)] = 404 // Mimic XHR HTTP status code 404 "Not Found" stringToUTF8("Not Found", fetch + 44, 64); onerror(fetch, 0, error); }; @@ -2147,12 +2044,12 @@ function dbg(text) { // response. - var fetch_attr = fetch + 112; - var onsuccess = HEAPU32[fetch_attr + 36 >> 2]; - var onerror = HEAPU32[fetch_attr + 40 >> 2]; - var onprogress = HEAPU32[fetch_attr + 44 >> 2]; - var onreadystatechange = HEAPU32[fetch_attr + 48 >> 2]; - var fetchAttributes = HEAPU32[fetch_attr + 52 >> 2]; + var fetch_attr = fetch + 108; + var onsuccess = HEAPU32[(((fetch_attr)+(36))>>2)]; + var onerror = HEAPU32[(((fetch_attr)+(40))>>2)]; + var onprogress = HEAPU32[(((fetch_attr)+(44))>>2)]; + var onreadystatechange = HEAPU32[(((fetch_attr)+(48))>>2)]; + var fetchAttributes = HEAPU32[(((fetch_attr)+(52))>>2)]; var fetchAttrSynchronous = !!(fetchAttributes & 64); function doCallback(f) { @@ -2167,14 +2064,14 @@ function dbg(text) { doCallback(() => { if (onsuccess) getWasmTableEntry(onsuccess)(fetch); - else if (successcb) successcb(fetch); + else successcb?.(fetch); }); }; var reportProgress = (fetch, xhr, e) => { doCallback(() => { if (onprogress) getWasmTableEntry(onprogress)(fetch); - else if (progresscb) progresscb(fetch); + else progresscb?.(fetch); }); }; @@ -2182,14 +2079,14 @@ function dbg(text) { doCallback(() => { if (onerror) getWasmTableEntry(onerror)(fetch); - else if (errorcb) errorcb(fetch); + else errorcb?.(fetch); }); }; var reportReadyStateChange = (fetch, xhr, e) => { doCallback(() => { if (onreadystatechange) getWasmTableEntry(onreadystatechange)(fetch); - else if (readystatechangecb) readystatechangecb(fetch); + else readystatechangecb?.(fetch); }); }; @@ -2202,14 +2099,14 @@ function dbg(text) { doCallback(() => { if (onsuccess) getWasmTableEntry(onsuccess)(fetch); - else if (successcb) successcb(fetch); + else successcb?.(fetch); }); }; var storeError = (fetch, xhr, e) => { doCallback(() => { if (onsuccess) getWasmTableEntry(onsuccess)(fetch); - else if (successcb) successcb(fetch); + else successcb?.(fetch); }); }; fetchCacheData(Fetch.dbInstance, fetch, xhr.response, storeSuccess, storeError); @@ -2240,9 +2137,14 @@ function dbg(text) { return fetch; } + var GLctx; + var webgl_enable_ANGLE_instanced_arrays = (ctx) => { // Extension available in WebGL 1 from Firefox 26 and Google Chrome 30 onwards. Core feature in WebGL 2. var ext = ctx.getExtension('ANGLE_instanced_arrays'); + // Because this extension is a core function in WebGL 2, assign the extension entry points in place of + // where the core functions will reside in WebGL 2. This way the calling code can call these without + // having to dynamically branch depending if running against WebGL 1 or WebGL 2. if (ext) { ctx['vertexAttribDivisor'] = (index, divisor) => ext['vertexAttribDivisorANGLE'](index, divisor); ctx['drawArraysInstanced'] = (mode, first, count, primcount) => ext['drawArraysInstancedANGLE'](mode, first, count, primcount); @@ -2281,11 +2183,83 @@ function dbg(text) { return !!(ctx.mdibvbi = ctx.getExtension('WEBGL_multi_draw_instanced_base_vertex_base_instance')); }; + var webgl_enable_EXT_polygon_offset_clamp = (ctx) => { + return !!(ctx.extPolygonOffsetClamp = ctx.getExtension('EXT_polygon_offset_clamp')); + }; + + var webgl_enable_EXT_clip_control = (ctx) => { + return !!(ctx.extClipControl = ctx.getExtension('EXT_clip_control')); + }; + + var webgl_enable_WEBGL_polygon_mode = (ctx) => { + return !!(ctx.webglPolygonMode = ctx.getExtension('WEBGL_polygon_mode')); + }; + var webgl_enable_WEBGL_multi_draw = (ctx) => { // Closure is expected to be allowed to minify the '.multiDrawWebgl' property, so not accessing it quoted. return !!(ctx.multiDrawWebgl = ctx.getExtension('WEBGL_multi_draw')); }; + var getEmscriptenSupportedExtensions = (ctx) => { + // Restrict the list of advertised extensions to those that we actually + // support. + var supportedExtensions = [ + // WebGL 1 extensions + 'ANGLE_instanced_arrays', + 'EXT_blend_minmax', + 'EXT_disjoint_timer_query', + 'EXT_frag_depth', + 'EXT_shader_texture_lod', + 'EXT_sRGB', + 'OES_element_index_uint', + 'OES_fbo_render_mipmap', + 'OES_standard_derivatives', + 'OES_texture_float', + 'OES_texture_half_float', + 'OES_texture_half_float_linear', + 'OES_vertex_array_object', + 'WEBGL_color_buffer_float', + 'WEBGL_depth_texture', + 'WEBGL_draw_buffers', + // WebGL 2 extensions + 'EXT_color_buffer_float', + 'EXT_conservative_depth', + 'EXT_disjoint_timer_query_webgl2', + 'EXT_texture_norm16', + 'NV_shader_noperspective_interpolation', + 'WEBGL_clip_cull_distance', + // WebGL 1 and WebGL 2 extensions + 'EXT_clip_control', + 'EXT_color_buffer_half_float', + 'EXT_depth_clamp', + 'EXT_float_blend', + 'EXT_polygon_offset_clamp', + 'EXT_texture_compression_bptc', + 'EXT_texture_compression_rgtc', + 'EXT_texture_filter_anisotropic', + 'KHR_parallel_shader_compile', + 'OES_texture_float_linear', + 'WEBGL_blend_func_extended', + 'WEBGL_compressed_texture_astc', + 'WEBGL_compressed_texture_etc', + 'WEBGL_compressed_texture_etc1', + 'WEBGL_compressed_texture_s3tc', + 'WEBGL_compressed_texture_s3tc_srgb', + 'WEBGL_debug_renderer_info', + 'WEBGL_debug_shaders', + 'WEBGL_lose_context', + 'WEBGL_multi_draw', + 'WEBGL_polygon_mode' + ]; + // .getSupportedExtensions() can return null if context is lost, so coerce to empty array. + return (ctx.getSupportedExtensions() || []).filter(ext => supportedExtensions.includes(ext)); + }; + + var registerPreMainLoop = (f) => { + // Does nothing unless $MainLoop is included/used. + typeof MainLoop != 'undefined' && MainLoop.preMainLoop.push(f); + }; + var GL = { counter:1, @@ -2312,7 +2286,8 @@ function dbg(text) { stringiCache:{ }, unpackAlignment:4, - recordError:function recordError(errorCode) { + unpackRowLength:0, + recordError:(errorCode) => { if (!GL.lastError) { GL.lastError = errorCode; } @@ -2324,11 +2299,23 @@ function dbg(text) { } return ret; }, + genObject:(n, buffers, createFunction, objectTable + ) => { + for (var i = 0; i < n; i++) { + var buffer = GLctx[createFunction](); + var id = buffer && GL.getNewId(objectTable); + if (buffer) { + buffer.name = id; + objectTable[id] = buffer; + } else { + GL.recordError(0x502 /* GL_INVALID_OPERATION */); + } + HEAP32[(((buffers)+(i*4))>>2)] = id; + } + }, MAX_TEMP_BUFFER_SIZE:2097152, numTempVertexBuffersPerSize:64, - log2ceilLookup:(i) => { - return 32 - Math.clz32(i === 0 ? 0 : i - 1); - }, + log2ceilLookup:(i) => 32 - Math.clz32(i === 0 ? 0 : i - 1), generateTempBuffers:(quads, context) => { var largestIndex = GL.log2ceilLookup(GL.MAX_TEMP_BUFFER_SIZE); context.tempVertexBufferCounters1 = []; @@ -2379,7 +2366,7 @@ function dbg(text) { context.GLctx.bindBuffer(0x8893 /*GL_ELEMENT_ARRAY_BUFFER*/, null); } }, - getTempVertexBuffer:function getTempVertexBuffer(sizeBytes) { + getTempVertexBuffer:(sizeBytes) => { var idx = GL.log2ceilLookup(sizeBytes); var ringbuffer = GL.currentContext.tempVertexBuffers1[idx]; var nextFreeBufferIndex = GL.currentContext.tempVertexBufferCounters1[idx]; @@ -2395,7 +2382,7 @@ function dbg(text) { GLctx.bindBuffer(0x8892 /*GL_ARRAY_BUFFER*/, prevVBO); return ringbuffer[nextFreeBufferIndex]; }, - getTempIndexBuffer:function getTempIndexBuffer(sizeBytes) { + getTempIndexBuffer:(sizeBytes) => { var idx = GL.log2ceilLookup(sizeBytes); var ibo = GL.currentContext.tempIndexBuffers[idx]; if (ibo) { @@ -2408,7 +2395,7 @@ function dbg(text) { GLctx.bindBuffer(0x8893 /*GL_ELEMENT_ARRAY_BUFFER*/, prevIBO); return GL.currentContext.tempIndexBuffers[idx]; }, - newRenderingFrameStarted:function newRenderingFrameStarted() { + newRenderingFrameStarted:() => { if (!GL.currentContext) { return; } @@ -2426,12 +2413,12 @@ function dbg(text) { getSource:(shader, count, string, length) => { var source = ''; for (var i = 0; i < count; ++i) { - var len = length ? HEAP32[(((length)+(i*4))>>2)] : -1; - source += UTF8ToString(HEAP32[(((string)+(i*4))>>2)], len < 0 ? undefined : len); + var len = length ? HEAPU32[(((length)+(i*4))>>2)] : undefined; + source += UTF8ToString(HEAPU32[(((string)+(i*4))>>2)], len); } return source; }, - calcBufLength:function calcBufLength(size, type, stride, count) { + calcBufLength:(size, type, stride, count) => { if (stride > 0) { return count * stride; // XXXvlad this is not exactly correct I don't think } @@ -2439,10 +2426,11 @@ function dbg(text) { return size * typeSize * count; }, usedTempBuffers:[], - preDrawHandleClientVertexAttribBindings:function preDrawHandleClientVertexAttribBindings(count) { + preDrawHandleClientVertexAttribBindings:(count) => { GL.resetBufferBinding = false; - // TODO: initial pass to detect ranges we need to upload, might not need an upload per attrib + // TODO: initial pass to detect ranges we need to upload, might not need + // an upload per attrib for (var i = 0; i < GL.currentContext.maxVertexAttribs; ++i) { var cb = GL.currentContext.clientBuffers[i]; if (!cb.clientside || !cb.enabled) continue; @@ -2458,18 +2446,22 @@ function dbg(text) { cb.vertexAttribPointerAdaptor.call(GLctx, i, cb.size, cb.type, cb.normalized, cb.stride, 0); } }, - postDrawHandleClientVertexAttribBindings:function postDrawHandleClientVertexAttribBindings() { + postDrawHandleClientVertexAttribBindings:() => { if (GL.resetBufferBinding) { GLctx.bindBuffer(0x8892 /*GL_ARRAY_BUFFER*/, GL.buffers[GLctx.currentArrayBufferBinding]); } }, createContext:(/** @type {HTMLCanvasElement} */ canvas, webGLContextAttributes) => { - // BUG: Workaround Safari WebGL issue: After successfully acquiring WebGL context on a canvas, - // calling .getContext() will always return that context independent of which 'webgl' or 'webgl2' - // context version was passed. See https://bugs.webkit.org/show_bug.cgi?id=222758 and - // https://github.com/emscripten-core/emscripten/issues/13295. - // TODO: Once the bug is fixed and shipped in Safari, adjust the Safari version field in above check. + // BUG: Workaround Safari WebGL issue: After successfully acquiring WebGL + // context on a canvas, calling .getContext() will always return that + // context independent of which 'webgl' or 'webgl2' + // context version was passed. See: + // https://bugs.webkit.org/show_bug.cgi?id=222758 + // and: + // https://github.com/emscripten-core/emscripten/issues/13295. + // TODO: Once the bug is fixed and shipped in Safari, adjust the Safari + // version field in above check. if (!canvas.getContextSafariWebGL2Fixed) { canvas.getContextSafariWebGL2Fixed = canvas.getContext; /** @type {function(this:HTMLCanvasElement, string, (Object|null)=): (Object|null)} */ @@ -2506,7 +2498,8 @@ function dbg(text) { GLctx: ctx }; - // Store the created context object so that we can access the context given a canvas without having to pass the parameters again. + // Store the created context object so that we can access the context + // given a canvas without having to pass the parameters again. if (ctx.canvas) ctx.canvas.GLctxObject = context; GL.contexts[handle] = context; if (typeof webGLContextAttributes.enableExtensionsByDefault == 'undefined' || webGLContextAttributes.enableExtensionsByDefault) { @@ -2516,7 +2509,16 @@ function dbg(text) { context.maxVertexAttribs = context.GLctx.getParameter(0x8869 /*GL_MAX_VERTEX_ATTRIBS*/); context.clientBuffers = []; for (var i = 0; i < context.maxVertexAttribs; i++) { - context.clientBuffers[i] = { enabled: false, clientside: false, size: 0, type: 0, normalized: 0, stride: 0, ptr: 0, vertexAttribPointerAdaptor: null }; + context.clientBuffers[i] = { + enabled: false, + clientside: false, + size: 0, + type: 0, + normalized: 0, + stride: 0, + ptr: 0, + vertexAttribPointerAdaptor: null, + }; } GL.generateTempBuffers(false, context); @@ -2525,31 +2527,51 @@ function dbg(text) { }, makeContextCurrent:(contextHandle) => { - GL.currentContext = GL.contexts[contextHandle]; // Active Emscripten GL layer context object. - Module.ctx = GLctx = GL.currentContext && GL.currentContext.GLctx; // Active WebGL context object. + // Active Emscripten GL layer context object. + GL.currentContext = GL.contexts[contextHandle]; + // Active WebGL context object. + Module.ctx = GLctx = GL.currentContext?.GLctx; return !(contextHandle && !GLctx); }, getContext:(contextHandle) => { return GL.contexts[contextHandle]; }, deleteContext:(contextHandle) => { - if (GL.currentContext === GL.contexts[contextHandle]) GL.currentContext = null; - if (typeof JSEvents == 'object') JSEvents.removeAllHandlersOnTarget(GL.contexts[contextHandle].GLctx.canvas); // Release all JS event handlers on the DOM element that the GL context is associated with since the context is now deleted. - if (GL.contexts[contextHandle] && GL.contexts[contextHandle].GLctx.canvas) GL.contexts[contextHandle].GLctx.canvas.GLctxObject = undefined; // Make sure the canvas object no longer refers to the context object so there are no GC surprises. + if (GL.currentContext === GL.contexts[contextHandle]) { + GL.currentContext = null; + } + if (typeof JSEvents == 'object') { + // Release all JS event handlers on the DOM element that the GL context is + // associated with since the context is now deleted. + JSEvents.removeAllHandlersOnTarget(GL.contexts[contextHandle].GLctx.canvas); + } + // Make sure the canvas object no longer refers to the context object so + // there are no GC surprises. + if (GL.contexts[contextHandle] && GL.contexts[contextHandle].GLctx.canvas) { + GL.contexts[contextHandle].GLctx.canvas.GLctxObject = undefined; + } GL.contexts[contextHandle] = null; }, initExtensions:(context) => { - // If this function is called without a specific context object, init the extensions of the currently active context. - if (!context) context = GL.currentContext; + // If this function is called without a specific context object, init the + // extensions of the currently active context. + context ||= GL.currentContext; if (context.initExtensionsDone) return; context.initExtensionsDone = true; var GLctx = context.GLctx; - // Detect the presence of a few extensions manually, ction GL interop layer itself will need to know if they exist. + // Detect the presence of a few extensions manually, ction GL interop + // layer itself will need to know if they exist. - // Extensions that are only available in WebGL 1 (the calls will be no-ops if called on a WebGL 2 context active) + // Extensions that are available in both WebGL 1 and WebGL 2 + webgl_enable_WEBGL_multi_draw(GLctx); + webgl_enable_EXT_polygon_offset_clamp(GLctx); + webgl_enable_EXT_clip_control(GLctx); + webgl_enable_WEBGL_polygon_mode(GLctx); + // Extensions that are only available in WebGL 1 (the calls will be no-ops + // if called on a WebGL 2 context active) webgl_enable_ANGLE_instanced_arrays(GLctx); webgl_enable_OES_vertex_array_object(GLctx); webgl_enable_WEBGL_draw_buffers(GLctx); @@ -2572,12 +2594,9 @@ function dbg(text) { GLctx.disjointTimerQueryExt = GLctx.getExtension("EXT_disjoint_timer_query"); } - webgl_enable_WEBGL_multi_draw(GLctx); - - // .getSupportedExtensions() can return null if context is lost, so coerce to empty array. - var exts = GLctx.getSupportedExtensions() || []; - exts.forEach((ext) => { - // WEBGL_lose_context, WEBGL_debug_renderer_info and WEBGL_debug_shaders are not enabled by default. + getEmscriptenSupportedExtensions(GLctx).forEach((ext) => { + // WEBGL_lose_context, WEBGL_debug_renderer_info and WEBGL_debug_shaders + // are not enabled by default. if (!ext.includes('lose_context') && !ext.includes('debug')) { // Call .getExtension() to enable that extension permanently. GLctx.getExtension(ext); @@ -2587,31 +2606,31 @@ function dbg(text) { }; - var emscripten_webgl_power_preferences = ['default', 'low-power', 'high-performance']; + var webglPowerPreferences = ["default","low-power","high-performance"]; /** @suppress {duplicate } */ var _emscripten_webgl_do_create_context = (target, attributes) => { assert(attributes); - var a = attributes >> 2; - var powerPreference = HEAP32[a + (24>>2)]; + var attr32 = ((attributes)>>2); + var powerPreference = HEAP32[attr32 + (8>>2)]; var contextAttributes = { - 'alpha': !!HEAP32[a + (0>>2)], - 'depth': !!HEAP32[a + (4>>2)], - 'stencil': !!HEAP32[a + (8>>2)], - 'antialias': !!HEAP32[a + (12>>2)], - 'premultipliedAlpha': !!HEAP32[a + (16>>2)], - 'preserveDrawingBuffer': !!HEAP32[a + (20>>2)], - 'powerPreference': emscripten_webgl_power_preferences[powerPreference], - 'failIfMajorPerformanceCaveat': !!HEAP32[a + (28>>2)], + 'alpha': !!HEAP8[attributes + 0], + 'depth': !!HEAP8[attributes + 1], + 'stencil': !!HEAP8[attributes + 2], + 'antialias': !!HEAP8[attributes + 3], + 'premultipliedAlpha': !!HEAP8[attributes + 4], + 'preserveDrawingBuffer': !!HEAP8[attributes + 5], + 'powerPreference': webglPowerPreferences[powerPreference], + 'failIfMajorPerformanceCaveat': !!HEAP8[attributes + 12], // The following are not predefined WebGL context attributes in the WebGL specification, so the property names can be minified by Closure. - majorVersion: HEAP32[a + (32>>2)], - minorVersion: HEAP32[a + (36>>2)], - enableExtensionsByDefault: HEAP32[a + (40>>2)], - explicitSwapControl: HEAP32[a + (44>>2)], - proxyContextToMainThread: HEAP32[a + (48>>2)], - renderViaOffscreenBackBuffer: HEAP32[a + (52>>2)] + majorVersion: HEAP32[attr32 + (16>>2)], + minorVersion: HEAP32[attr32 + (20>>2)], + enableExtensionsByDefault: HEAP8[attributes + 24], + explicitSwapControl: HEAP8[attributes + 25], + proxyContextToMainThread: HEAP32[attr32 + (28>>2)], + renderViaOffscreenBackBuffer: HEAP8[attributes + 32] }; var canvas = findCanvasEventTarget(target); @@ -2629,34 +2648,24 @@ function dbg(text) { }; var _emscripten_webgl_create_context = _emscripten_webgl_do_create_context; - var _emscripten_webgl_init_context_attributes = (attributes) => { - assert(attributes); - var a = attributes >> 2; - for (var i = 0; i < (56>>2); ++i) { - HEAP32[a+i] = 0; - } - - HEAP32[a + (0>>2)] = - HEAP32[a + (4>>2)] = - HEAP32[a + (12>>2)] = - HEAP32[a + (16>>2)] = - HEAP32[a + (32>>2)] = - HEAP32[a + (40>>2)] = 1; - - }; - var _emscripten_webgl_make_context_current = (contextHandle) => { var success = GL.makeContextCurrent(contextHandle); return success ? 0 : -5; }; + var SYSCALLS = { + varargs:undefined, + getStr(ptr) { + var ret = UTF8ToString(ptr); + return ret; + }, + }; var _fd_close = (fd) => { abort('fd_close called without SYSCALLS_REQUIRE_FILESYSTEM'); }; - function _fd_seek(fd,offset_low, offset_high,whence,newOffset) { - var offset = convertI32PairToI53Checked(offset_low, offset_high);; + var offset = convertI32PairToI53Checked(offset_low, offset_high); return 70; @@ -2669,7 +2678,7 @@ function dbg(text) { var buffer = printCharBuffers[stream]; assert(buffer); if (curr === 0 || curr === 10) { - (stream === 1 ? out : err)(UTF8ArrayToString(buffer, 0)); + (stream === 1 ? out : err)(UTF8ArrayToString(buffer)); buffer.length = 0; } else { buffer.push(curr); @@ -2712,9 +2721,11 @@ function dbg(text) { } if (target == 0x88EB /*GL_PIXEL_PACK_BUFFER*/) { - // In WebGL 2 glReadPixels entry point, we need to use a different WebGL 2 API function call when a buffer is bound to - // GL_PIXEL_PACK_BUFFER_BINDING point, so must keep track whether that binding point is non-null to know what is - // the proper API function to call. + // In WebGL 2 glReadPixels entry point, we need to use a different WebGL 2 + // API function call when a buffer is bound to + // GL_PIXEL_PACK_BUFFER_BINDING point, so must keep track whether that + // binding point is non-null to know what is the proper API function to + // call. GLctx.currentPixelPackBufferBinding = buffer; } else if (target == 0x88EC /*GL_PIXEL_UNPACK_BUFFER*/) { // In WebGL 2 gl(Compressed)Tex(Sub)Image[23]D entry points, we need to @@ -2733,39 +2744,42 @@ function dbg(text) { GLctx.currentElementArrayBufferBinding = ibo ? (ibo.name | 0) : 0; }; - function _glBlendFunc(x0, x1) { GLctx.blendFunc(x0, x1) } + var _glBlendFunc = (x0, x1) => GLctx.blendFunc(x0, x1); var _glBufferData = (target, size, data, usage) => { - if (GL.currentContext.version >= 2) { // WebGL 2 provides new garbage-free entry points to call to WebGL. Use those always when possible. - // If size is zero, WebGL would interpret uploading the whole input arraybuffer (starting from given offset), which would - // not make sense in WebAssembly, so avoid uploading if size is zero. However we must still call bufferData to establish a - // backing storage of zero bytes. + if (GL.currentContext.version >= 2) { + // If size is zero, WebGL would interpret uploading the whole input + // arraybuffer (starting from given offset), which would not make sense in + // WebAssembly, so avoid uploading if size is zero. However we must still + // call bufferData to establish a backing storage of zero bytes. if (data && size) { GLctx.bufferData(target, HEAPU8, usage, data, size); } else { GLctx.bufferData(target, size, usage); } - } else { - // N.b. here first form specifies a heap subarray, second form an integer size, so the ?: code here is polymorphic. It is advised to avoid - // randomly mixing both uses in calling code, to avoid any potential JS engine JIT issues. - GLctx.bufferData(target, data ? HEAPU8.subarray(data, data+size) : size, usage); + return; } + // N.b. here first form specifies a heap subarray, second form an integer + // size, so the ?: code here is polymorphic. It is advised to avoid + // randomly mixing both uses in calling code, to avoid any potential JS + // engine JIT issues. + GLctx.bufferData(target, data ? HEAPU8.subarray(data, data+size) : size, usage); }; var _glBufferSubData = (target, offset, size, data) => { - if (GL.currentContext.version >= 2) { // WebGL 2 provides new garbage-free entry points to call to WebGL. Use those always when possible. + if (GL.currentContext.version >= 2) { size && GLctx.bufferSubData(target, offset, HEAPU8, data, size); return; } GLctx.bufferSubData(target, offset, HEAPU8.subarray(data, data+size)); }; - function _glClear(x0) { GLctx.clear(x0) } + var _glClear = (x0) => GLctx.clear(x0); - function _glClearColor(x0, x1, x2, x3) { GLctx.clearColor(x0, x1, x2, x3) } + var _glClearColor = (x0, x1, x2, x3) => GLctx.clearColor(x0, x1, x2, x3); - function _glClearDepth(x0) { GLctx.clearDepth(x0) } + var _glClearDepth = (x0) => GLctx.clearDepth(x0); var _glCompileShader = (shader) => { GLctx.compileShader(GL.shaders[shader]); @@ -2776,7 +2790,8 @@ function dbg(text) { var program = GLctx.createProgram(); // Store additional information needed for each shader program: program.name = id; - // Lazy cache results of glGetProgramiv(GL_ACTIVE_UNIFORM_MAX_LENGTH/GL_ACTIVE_ATTRIBUTE_MAX_LENGTH/GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH) + // Lazy cache results of + // glGetProgramiv(GL_ACTIVE_UNIFORM_MAX_LENGTH/GL_ACTIVE_ATTRIBUTE_MAX_LENGTH/GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH) program.maxUniformLength = program.maxAttributeLength = program.maxUniformBlockNameLength = 0; program.uniformIdCounter = 1; GL.programs[id] = program; @@ -2813,7 +2828,9 @@ function dbg(text) { var _glDeleteProgram = (id) => { if (!id) return; var program = GL.programs[id]; - if (!program) { // glDeleteProgram actually signals an error when deleting a nonexisting object, unlike some other GL delete functions. + if (!program) { + // glDeleteProgram actually signals an error when deleting a nonexisting + // object, unlike some other GL delete functions. GL.recordError(0x501 /* GL_INVALID_VALUE */); return; } @@ -2825,7 +2842,9 @@ function dbg(text) { var _glDeleteShader = (id) => { if (!id) return; var shader = GL.shaders[id]; - if (!shader) { // glDeleteShader actually signals an error when deleting a nonexisting object, unlike some other GL delete functions. + if (!shader) { + // glDeleteShader actually signals an error when deleting a nonexisting + // object, unlike some other GL delete functions. GL.recordError(0x501 /* GL_INVALID_VALUE */); return; } @@ -2841,7 +2860,7 @@ function dbg(text) { } }; - function _glDepthFunc(x0) { GLctx.depthFunc(x0) } + var _glDepthFunc = (x0) => GLctx.depthFunc(x0); var _glDepthMask = (flag) => { GLctx.depthMask(!!flag); @@ -2856,21 +2875,48 @@ function dbg(text) { GL.postDrawHandleClientVertexAttribBindings(); }; + var _glDrawArraysInstanced = (mode, first, count, primcount) => { + GLctx.drawArraysInstanced(mode, first, count, primcount); + }; + var _glDrawElements = (mode, count, type, indices) => { var buf; + var vertexes = 0; if (!GLctx.currentElementArrayBufferBinding) { var size = GL.calcBufLength(1, type, 0, count); buf = GL.getTempIndexBuffer(size); GLctx.bindBuffer(0x8893 /*GL_ELEMENT_ARRAY_BUFFER*/, buf); GLctx.bufferSubData(0x8893 /*GL_ELEMENT_ARRAY_BUFFER*/, - 0, - HEAPU8.subarray(indices, indices + size)); + 0, + HEAPU8.subarray(indices, indices + size)); + + // Calculating vertex count if shader's attribute data is on client side + if (count > 0) { + for (var i = 0; i < GL.currentContext.maxVertexAttribs; ++i) { + var cb = GL.currentContext.clientBuffers[i]; + if (cb.clientside && cb.enabled) { + let arrayClass; + switch(type) { + case 0x1401 /* GL_UNSIGNED_BYTE */: arrayClass = Uint8Array; break; + case 0x1403 /* GL_UNSIGNED_SHORT */: arrayClass = Uint16Array; break; + case 0x1405 /* GL_UNSIGNED_INT */: arrayClass = Uint32Array; break; + default: + GL.recordError(0x502 /* GL_INVALID_OPERATION */); + return; + } + + vertexes = new arrayClass(HEAPU8.buffer, indices, count).reduce((max, current) => Math.max(max, current)) + 1; + break; + } + } + } + // the index is now 0 indices = 0; } // bind any client-side buffers - GL.preDrawHandleClientVertexAttribBindings(count); + GL.preDrawHandleClientVertexAttribBindings(vertexes); GLctx.drawElements(mode, count, type, indices); @@ -2881,7 +2927,7 @@ function dbg(text) { } }; - function _glEnable(x0) { GLctx.enable(x0) } + var _glEnable = (x0) => GLctx.enable(x0); var _glEnableVertexAttribArray = (index) => { var cb = GL.currentContext.clientBuffers[index]; @@ -2889,31 +2935,15 @@ function dbg(text) { GLctx.enableVertexAttribArray(index); }; - var __glGenObject = (n, buffers, createFunction, objectTable - ) => { - for (var i = 0; i < n; i++) { - var buffer = GLctx[createFunction](); - var id = buffer && GL.getNewId(objectTable); - if (buffer) { - buffer.name = id; - objectTable[id] = buffer; - } else { - GL.recordError(0x502 /* GL_INVALID_OPERATION */); - } - HEAP32[(((buffers)+(i*4))>>2)] = id; - } - }; - var _glGenBuffers = (n, buffers) => { - __glGenObject(n, buffers, 'createBuffer', GL.buffers + GL.genObject(n, buffers, 'createBuffer', GL.buffers ); }; - - function _glGenVertexArrays(n, arrays) { - __glGenObject(n, arrays, 'createVertexArray', GL.vaos + var _glGenVertexArrays = (n, arrays) => { + GL.genObject(n, arrays, 'createVertexArray', GL.vaos ); - } + }; var _glGetAttribLocation = (program, name) => { @@ -2929,8 +2959,9 @@ function dbg(text) { var _glGetProgramiv = (program, pname, p) => { if (!p) { - // GLES2 specification does not specify how to behave if p is a null pointer. Since calling this function does not make sense - // if p == null, issue a GL error to notify user about it. + // GLES2 specification does not specify how to behave if p is a null + // pointer. Since calling this function does not make sense if p == null, + // issue a GL error to notify user about it. GL.recordError(0x501 /* GL_INVALID_VALUE */); return; } @@ -2948,21 +2979,24 @@ function dbg(text) { HEAP32[((p)>>2)] = log.length + 1; } else if (pname == 0x8B87 /* GL_ACTIVE_UNIFORM_MAX_LENGTH */) { if (!program.maxUniformLength) { - for (var i = 0; i < GLctx.getProgramParameter(program, 0x8B86/*GL_ACTIVE_UNIFORMS*/); ++i) { + var numActiveUniforms = GLctx.getProgramParameter(program, 0x8B86/*GL_ACTIVE_UNIFORMS*/); + for (var i = 0; i < numActiveUniforms; ++i) { program.maxUniformLength = Math.max(program.maxUniformLength, GLctx.getActiveUniform(program, i).name.length+1); } } HEAP32[((p)>>2)] = program.maxUniformLength; } else if (pname == 0x8B8A /* GL_ACTIVE_ATTRIBUTE_MAX_LENGTH */) { if (!program.maxAttributeLength) { - for (var i = 0; i < GLctx.getProgramParameter(program, 0x8B89/*GL_ACTIVE_ATTRIBUTES*/); ++i) { + var numActiveAttributes = GLctx.getProgramParameter(program, 0x8B89/*GL_ACTIVE_ATTRIBUTES*/); + for (var i = 0; i < numActiveAttributes; ++i) { program.maxAttributeLength = Math.max(program.maxAttributeLength, GLctx.getActiveAttrib(program, i).name.length+1); } } HEAP32[((p)>>2)] = program.maxAttributeLength; } else if (pname == 0x8A35 /* GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */) { if (!program.maxUniformBlockNameLength) { - for (var i = 0; i < GLctx.getProgramParameter(program, 0x8A36/*GL_ACTIVE_UNIFORM_BLOCKS*/); ++i) { + var numActiveUniformBlocks = GLctx.getProgramParameter(program, 0x8A36/*GL_ACTIVE_UNIFORM_BLOCKS*/); + for (var i = 0; i < numActiveUniformBlocks; ++i) { program.maxUniformBlockNameLength = Math.max(program.maxUniformBlockNameLength, GLctx.getActiveUniformBlockName(program, i).length+1); } } @@ -2982,8 +3016,9 @@ function dbg(text) { var _glGetShaderiv = (shader, pname, p) => { if (!p) { - // GLES2 specification does not specify how to behave if p is a null pointer. Since calling this function does not make sense - // if p == null, issue a GL error to notify user about it. + // GLES2 specification does not specify how to behave if p is a null + // pointer. Since calling this function does not make sense if p == null, + // issue a GL error to notify user about it. GL.recordError(0x501 /* GL_INVALID_VALUE */); return; } @@ -3011,9 +3046,7 @@ function dbg(text) { var jstoi_q = (str) => parseInt(str); /** @noinline */ - var webglGetLeftBracePos = (name) => { - return name.slice(-1) == ']' && name.lastIndexOf('['); - }; + var webglGetLeftBracePos = (name) => name.slice(-1) == ']' && name.lastIndexOf('['); var webglPrepareUniformLocationsBeforeFirstUse = (program) => { var uniformLocsById = program.uniformLocsById, // Maps GLuint -> WebGLUniformLocation @@ -3028,7 +3061,8 @@ function dbg(text) { // maps integer locations back to uniform name strings, so that we can lazily fetch uniform array locations program.uniformArrayNamesById = {}; - for (i = 0; i < GLctx.getProgramParameter(program, 0x8B86/*GL_ACTIVE_UNIFORMS*/); ++i) { + var numActiveUniforms = GLctx.getProgramParameter(program, 0x8B86/*GL_ACTIVE_UNIFORMS*/); + for (i = 0; i < numActiveUniforms; ++i) { var u = GLctx.getActiveUniform(program, i); var nm = u.name; var sz = u.size; @@ -3067,11 +3101,14 @@ function dbg(text) { var arrayIndex = 0; var uniformBaseName = name; - // Invariant: when populating integer IDs for uniform locations, we must maintain the precondition that - // arrays reside in contiguous addresses, i.e. for a 'vec4 colors[10];', colors[4] must be at location colors[0]+4. - // However, user might call glGetUniformLocation(program, "colors") for an array, so we cannot discover based on the user - // input arguments whether the uniform we are dealing with is an array. The only way to discover which uniforms are arrays - // is to enumerate over all the active uniforms in the program. + // Invariant: when populating integer IDs for uniform locations, we must + // maintain the precondition that arrays reside in contiguous addresses, + // i.e. for a 'vec4 colors[10];', colors[4] must be at location + // colors[0]+4. However, user might call glGetUniformLocation(program, + // "colors") for an array, so we cannot discover based on the user input + // arguments whether the uniform we are dealing with is an array. The only + // way to discover which uniforms are arrays is to enumerate over all the + // active uniforms in the program. var leftBrace = webglGetLeftBracePos(name); // If user passed an array accessor "[index]", parse the array index off the accessor. @@ -3081,10 +3118,12 @@ function dbg(text) { } // Have we cached the location of this uniform before? - var sizeAndId = program.uniformSizeAndIdsByName[uniformBaseName]; // A pair [array length, GLint of the uniform location] + // A pair [array length, GLint of the uniform location] + var sizeAndId = program.uniformSizeAndIdsByName[uniformBaseName]; - // If an uniform with this name exists, and if its index is within the array limits (if it's even an array), - // query the WebGLlocation, or return an existing cached location. + // If an uniform with this name exists, and if its index is within the + // array limits (if it's even an array), query the WebGLlocation, or + // return an existing cached location. if (sizeAndId && arrayIndex < sizeAndId[0]) { arrayIndex += sizeAndId[1]; // Add the base location of the uniform to the array index offset. if ((uniformLocsById[arrayIndex] = uniformLocsById[arrayIndex] || GLctx.getUniformLocation(program, name))) { @@ -3093,8 +3132,9 @@ function dbg(text) { } } else { - // N.b. we are currently unable to distinguish between GL program IDs that never existed vs GL program IDs that have been deleted, - // so report GL_INVALID_VALUE in both cases. + // N.b. we are currently unable to distinguish between GL program IDs that + // never existed vs GL program IDs that have been deleted, so report + // GL_INVALID_VALUE in both cases. GL.recordError(0x501 /* GL_INVALID_VALUE */); } return -1; @@ -3120,12 +3160,12 @@ function dbg(text) { if (p) { var webglLoc = p.uniformLocsById[location]; - // p.uniformLocsById[location] stores either an integer, or a WebGLUniformLocation. - - // If an integer, we have not yet bound the location, so do it now. The integer value specifies the array index - // we should bind to. + // p.uniformLocsById[location] stores either an integer, or a + // WebGLUniformLocation. + // If an integer, we have not yet bound the location, so do it now. The + // integer value specifies the array index we should bind to. if (typeof webglLoc == 'number') { - p.uniformLocsById[location] = webglLoc = GLctx.getUniformLocation(p, p.uniformArrayNamesById[location] + (webglLoc > 0 ? '[' + webglLoc + ']' : '')); + p.uniformLocsById[location] = webglLoc = GLctx.getUniformLocation(p, p.uniformArrayNamesById[location] + (webglLoc > 0 ? `[${webglLoc}]` : '')); } // Else an already cached WebGLUniformLocation, return it. return webglLoc; @@ -3134,22 +3174,28 @@ function dbg(text) { } }; + var _glUniform1f = (location, v0) => { + GLctx.uniform1f(webglGetUniformLocation(location), v0); + }; + + var miniTempWebGLFloatBuffers = []; var _glUniformMatrix4fv = (location, count, transpose, value) => { - if (GL.currentContext.version >= 2) { // WebGL 2 provides new garbage-free entry points to call to WebGL. Use those always when possible. - count && GLctx.uniformMatrix4fv(webglGetUniformLocation(location), !!transpose, HEAPF32, value>>2, count*16); + if (GL.currentContext.version >= 2) { + count && GLctx.uniformMatrix4fv(webglGetUniformLocation(location), !!transpose, HEAPF32, ((value)>>2), count*16); return; } if (count <= 18) { // avoid allocation when uploading few enough uniforms - var view = miniTempWebGLFloatBuffers[16*count-1]; + var view = miniTempWebGLFloatBuffers[16*count]; // hoist the heap out of the loop for size and for pthreads+growth. var heap = HEAPF32; - value >>= 2; - for (var i = 0; i < 16 * count; i += 16) { + value = ((value)>>2); + count *= 16; + for (var i = 0; i < count; i += 16) { var dst = value + i; view[i] = heap[dst]; view[i + 1] = heap[dst + 1]; @@ -3170,7 +3216,7 @@ function dbg(text) { } } else { - var view = HEAPF32.subarray((value)>>2, (value+count*64)>>2); + var view = HEAPF32.subarray((((value)>>2)), ((value+count*64)>>2)); } GLctx.uniformMatrix4fv(webglGetUniformLocation(location), !!transpose, view); }; @@ -3207,34 +3253,39 @@ function dbg(text) { Fetch.init();; -handleAllocatorInit(); -var GLctx;; + + // Signal GL rendering layer that processing of a new frame is about to + // start. This helps it optimize VBO double-buffering and reduce GPU stalls. + registerPreMainLoop(() => GL.newRenderingFrameStarted()); + ; var miniTempWebGLFloatBuffersStorage = new Float32Array(288); - for (/**@suppress{duplicate}*/var i = 0; i < 288; ++i) { - miniTempWebGLFloatBuffers[i] = miniTempWebGLFloatBuffersStorage.subarray(0, i+1); - } - ; + // Create GL_POOL_TEMP_BUFFERS_SIZE+1 temporary buffers, for uploads of size 0 through GL_POOL_TEMP_BUFFERS_SIZE inclusive + for (/**@suppress{duplicate}*/var i = 0; i <= 288; ++i) { + miniTempWebGLFloatBuffers[i] = miniTempWebGLFloatBuffersStorage.subarray(0, i); + }; function checkIncomingModuleAPI() { ignoredModuleProp('fetchSettings'); } var wasmImports = { /** @export */ + __assert_fail: ___assert_fail, + /** @export */ + _abort_js: __abort_js, + /** @export */ _emscripten_fetch_free: __emscripten_fetch_free, /** @export */ + _emscripten_memcpy_js: __emscripten_memcpy_js, + /** @export */ _localtime_js: __localtime_js, /** @export */ _tzset_js: __tzset_js, /** @export */ - abort: _abort, - /** @export */ emscripten_date_now: _emscripten_date_now, /** @export */ emscripten_get_element_css_size: _emscripten_get_element_css_size, /** @export */ emscripten_is_main_browser_thread: _emscripten_is_main_browser_thread, /** @export */ - emscripten_memcpy_js: _emscripten_memcpy_js, - /** @export */ emscripten_request_animation_frame_loop: _emscripten_request_animation_frame_loop, /** @export */ emscripten_resize_heap: _emscripten_resize_heap, @@ -3249,8 +3300,6 @@ var wasmImports = { /** @export */ emscripten_webgl_create_context: _emscripten_webgl_create_context, /** @export */ - emscripten_webgl_init_context_attributes: _emscripten_webgl_init_context_attributes, - /** @export */ emscripten_webgl_make_context_current: _emscripten_webgl_make_context_current, /** @export */ fd_close: _fd_close, @@ -3297,6 +3346,8 @@ var wasmImports = { /** @export */ glDrawArrays: _glDrawArrays, /** @export */ + glDrawArraysInstanced: _glDrawArraysInstanced, + /** @export */ glDrawElements: _glDrawElements, /** @export */ glEnable: _glEnable, @@ -3323,6 +3374,8 @@ var wasmImports = { /** @export */ glShaderSource: _glShaderSource, /** @export */ + glUniform1f: _glUniform1f, + /** @export */ glUniformMatrix4fv: _glUniformMatrix4fv, /** @export */ glUseProgram: _glUseProgram, @@ -3332,22 +3385,22 @@ var wasmImports = { glVertexAttribPointer: _glVertexAttribPointer }; var wasmExports = createWasm(); -var ___wasm_call_ctors = createExportWrapper('__wasm_call_ctors'); -var _malloc = createExportWrapper('malloc'); -var _free = createExportWrapper('free'); -var _main = Module['_main'] = createExportWrapper('main'); -var ___errno_location = createExportWrapper('__errno_location'); -var _fflush = Module['_fflush'] = createExportWrapper('fflush'); -var setTempRet0 = createExportWrapper('setTempRet0'); +var ___wasm_call_ctors = createExportWrapper('__wasm_call_ctors', 0); +var _main = Module['_main'] = createExportWrapper('main', 2); +var _free = createExportWrapper('free', 1); +var _malloc = createExportWrapper('malloc', 1); +var _fflush = createExportWrapper('fflush', 1); +var _strerror = createExportWrapper('strerror', 1); +var __emscripten_tempret_set = createExportWrapper('_emscripten_tempret_set', 1); +var __emscripten_tempret_get = createExportWrapper('_emscripten_tempret_get', 0); var _emscripten_stack_init = () => (_emscripten_stack_init = wasmExports['emscripten_stack_init'])(); var _emscripten_stack_get_free = () => (_emscripten_stack_get_free = wasmExports['emscripten_stack_get_free'])(); var _emscripten_stack_get_base = () => (_emscripten_stack_get_base = wasmExports['emscripten_stack_get_base'])(); var _emscripten_stack_get_end = () => (_emscripten_stack_get_end = wasmExports['emscripten_stack_get_end'])(); -var stackSave = createExportWrapper('stackSave'); -var stackRestore = createExportWrapper('stackRestore'); -var stackAlloc = createExportWrapper('stackAlloc'); +var __emscripten_stack_restore = (a0) => (__emscripten_stack_restore = wasmExports['_emscripten_stack_restore'])(a0); +var __emscripten_stack_alloc = (a0) => (__emscripten_stack_alloc = wasmExports['_emscripten_stack_alloc'])(a0); var _emscripten_stack_get_current = () => (_emscripten_stack_get_current = wasmExports['emscripten_stack_get_current'])(); -var dynCall_jiji = Module['dynCall_jiji'] = createExportWrapper('dynCall_jiji'); +var dynCall_jiji = Module['dynCall_jiji'] = createExportWrapper('dynCall_jiji', 5); // include: postamble.js @@ -3360,24 +3413,21 @@ var missingLibrarySymbols = [ 'writeI53ToU64Signaling', 'convertI32PairToI53', 'convertU32PairToI53', + 'stackAlloc', + 'getTempRet0', + 'setTempRet0', 'zeroMemory', - 'arraySum', - 'addDays', - 'setErrNo', + 'strError', 'inetPton4', 'inetNtop4', 'inetPton6', 'inetNtop6', 'readSockaddr', 'writeSockaddr', - 'getHostByName', 'initRandomFill', 'randomFill', - 'getCallstack', 'emscriptenLog', - 'convertPCtoSourceLocation', 'readEmAsmArgs', - 'jstoi_s', 'getExecutableName', 'listenOnce', 'autoResumeAudioContext', @@ -3386,10 +3436,8 @@ var missingLibrarySymbols = [ 'dynCall', 'runtimeKeepalivePush', 'runtimeKeepalivePop', - 'safeSetTimeout', 'asmjsMangle', 'asyncLoad', - 'alignMemory', 'mmapAlloc', 'getNativeTypeSize', 'STACK_SIZE', @@ -3423,6 +3471,7 @@ var missingLibrarySymbols = [ 'UTF32ToString', 'stringToUTF32', 'lengthBytesUTF32', + 'stringToNewUTF8', 'stringToUTF8OnStack', 'writeArrayToMemory', 'registerKeyEventCallback', @@ -3460,37 +3509,41 @@ var missingLibrarySymbols = [ 'registerBatteryEventCallback', 'setCanvasElementSize', 'getCanvasElementSize', - 'demangle', - 'demangleAll', 'jsStackTrace', - 'stackTrace', + 'getCallstack', + 'convertPCtoSourceLocation', 'getEnvStrings', 'checkWasiClock', 'wasiRightsToMuslOFlags', 'wasiOFlagsToMuslOFlags', 'createDyncallWrapper', + 'safeSetTimeout', 'setImmediateWrapped', 'clearImmediateWrapped', 'polyfillSetImmediate', + 'registerPostMainLoop', 'getPromise', 'makePromise', 'idsToPromises', 'makePromiseCallback', 'ExceptionInfo', 'findMatchingCatch', - 'setMainLoop', + 'Browser_asyncPrepareDataCounter', + 'safeRequestAnimationFrame', + 'arraySum', + 'addDays', 'getSocketFromFD', 'getSocketAddress', 'FS_createPreloadedFile', 'FS_modeStringToFlags', 'FS_getMode', 'FS_stdin_getChar', - 'FS_createDataFile', 'FS_unlink', + 'FS_createDataFile', 'FS_mkdirTree', '_setNetworkCallback', 'heapObjectForWebGLType', - 'heapAccessShiftForWebGLHeap', + 'toTypedArrayIndex', 'emscriptenWebGLGet', 'computeUnpackAlignedImageSize', 'colorChannelsInGlTextureFormat', @@ -3503,15 +3556,15 @@ var missingLibrarySymbols = [ 'writeGLArray', 'registerWebGlEventCallback', 'runAndAbortIfError', - 'SDL_unicode', - 'SDL_ttfContext', - 'SDL_audio', 'emscriptenWebGLGetIndexed', 'ALLOC_NORMAL', 'ALLOC_STACK', 'allocate', 'writeStringToMemory', 'writeAsciiToMemory', + 'setErrNo', + 'demangle', + 'stackTrace', ]; missingLibrarySymbols.forEach(missingLibrarySymbol) @@ -3524,57 +3577,42 @@ var unexportedSymbols = [ 'addOnPostRun', 'addRunDependency', 'removeRunDependency', - 'FS_createFolder', - 'FS_createPath', - 'FS_createLazyFile', - 'FS_createLink', - 'FS_createDevice', - 'FS_readFile', 'out', 'err', 'callMain', 'abort', - 'keepRuntimeAlive', 'wasmMemory', 'wasmExports', - 'stackAlloc', - 'stackSave', - 'stackRestore', - 'getTempRet0', - 'setTempRet0', 'writeStackCookie', 'checkStackCookie', 'writeI53ToI64', 'readI53FromI64', 'readI53FromU64', 'convertI32PairToI53Checked', + 'stackSave', + 'stackRestore', 'ptrToString', 'exitJS', 'getHeapMax', 'growMemory', 'ENV', - 'MONTH_DAYS_REGULAR', - 'MONTH_DAYS_LEAP', - 'MONTH_DAYS_REGULAR_CUMULATIVE', - 'MONTH_DAYS_LEAP_CUMULATIVE', - 'isLeapYear', - 'ydayFromDate', 'ERRNO_CODES', - 'ERRNO_MESSAGES', 'DNS', 'Protocols', 'Sockets', 'timers', 'warnOnce', - 'UNWIND_CACHE', 'readEmAsmArgsArray', 'jstoi_q', + 'jstoi_s', 'handleException', + 'keepRuntimeAlive', 'callUserCallback', 'maybeExit', - 'handleAllocatorInit', + 'alignMemory', 'HandleAllocator', 'wasmTable', + 'noExitRuntime', 'freeTableIndexes', 'functionsInTableMap', 'setValue', @@ -3588,7 +3626,6 @@ var unexportedSymbols = [ 'stringToUTF8', 'lengthBytesUTF8', 'UTF16Decoder', - 'stringToNewUTF8', 'JSEvents', 'specialHTMLTargets', 'maybeCStringToJsString', @@ -3600,18 +3637,31 @@ var unexportedSymbols = [ 'registerUiEventCallback', 'currentFullscreenStrategy', 'restoreOldWindowedStyle', + 'UNWIND_CACHE', 'ExitStatus', 'flush_NO_FILESYSTEM', + 'registerPreMainLoop', 'promiseMap', 'uncaughtExceptionCount', 'exceptionLast', 'exceptionCaught', 'Browser', + 'getPreloadedImageData__data', 'wget', + 'MONTH_DAYS_REGULAR', + 'MONTH_DAYS_LEAP', + 'MONTH_DAYS_REGULAR_CUMULATIVE', + 'MONTH_DAYS_LEAP_CUMULATIVE', + 'isLeapYear', + 'ydayFromDate', 'SYSCALLS', 'preloadPlugins', 'FS_stdin_getChar_buffer', + 'FS_createPath', + 'FS_createDevice', + 'FS_readFile', 'FS', + 'FS_createLazyFile', 'MEMFS', 'TTY', 'PIPEFS', @@ -3623,12 +3673,13 @@ var unexportedSymbols = [ 'webgl_enable_OES_vertex_array_object', 'webgl_enable_WEBGL_draw_buffers', 'webgl_enable_WEBGL_multi_draw', + 'webgl_enable_EXT_polygon_offset_clamp', + 'webgl_enable_EXT_clip_control', + 'webgl_enable_WEBGL_polygon_mode', 'GL', - '__glGenObject', 'webglGetUniformLocation', 'webglPrepareUniformLocationsBeforeFirstUse', 'webglGetLeftBracePos', - 'emscripten_webgl_power_preferences', 'AL', 'GLUT', 'EGL', @@ -3640,6 +3691,8 @@ var unexportedSymbols = [ 'webgl_enable_WEBGL_multi_draw_instanced_base_vertex_base_instance', 'allocateUTF8', 'allocateUTF8OnStack', + 'print', + 'printErr', 'Fetch', 'fetchDeleteCachedData', 'fetchLoadCachedData', @@ -3651,6 +3704,7 @@ unexportedSymbols.forEach(unexportedRuntimeSymbol); var calledRun; +var calledPrerun; dependenciesFulfilled = function runCaller() { // If run has never been called, and we should call run (INVOKE_RUN is true, and Module.noInitialRun is not false) @@ -3660,7 +3714,7 @@ dependenciesFulfilled = function runCaller() { function callMain() { assert(runDependencies == 0, 'cannot call main when async dependencies remain! (listen on Module["onRuntimeInitialized"])'); - assert(__ATPRERUN__.length == 0, 'cannot call main when preRun functions remain to be called'); + assert(calledPrerun, 'cannot call main without calling preRun first'); var entryFunction = _main; @@ -3697,19 +3751,22 @@ function run() { stackCheckInit(); - preRun(); + if (!calledPrerun) { + calledPrerun = 1; + preRun(); - // a preRun added a dependency, run will be called later - if (runDependencies > 0) { - return; + // a preRun added a dependency, run will be called later + if (runDependencies > 0) { + return; + } } function doRun() { // run may have just been called through dependencies being fulfilled just in this very frame, // or while the async setStatus time below was happening if (calledRun) return; - calledRun = true; - Module['calledRun'] = true; + calledRun = 1; + Module['calledRun'] = 1; if (ABORT) return; @@ -3717,7 +3774,7 @@ function run() { preMain(); - if (Module['onRuntimeInitialized']) Module['onRuntimeInitialized'](); + Module['onRuntimeInitialized']?.(); if (shouldRunNow) callMain(); @@ -3726,10 +3783,8 @@ function run() { if (Module['setStatus']) { Module['setStatus']('Running...'); - setTimeout(function() { - setTimeout(function() { - Module['setStatus'](''); - }, 1); + setTimeout(() => { + setTimeout(() => Module['setStatus'](''), 1); doRun(); }, 1); } else @@ -3782,5 +3837,5 @@ if (Module['noInitialRun']) shouldRunNow = false; run(); - // end include: postamble.js + diff --git a/themes/dist/output.wasm b/themes/dist/output.wasm Binary files differindex 925d783..1f413e5 100755 --- a/themes/dist/output.wasm +++ b/themes/dist/output.wasm diff --git a/themes/emscripten.ini b/themes/emscripten.ini new file mode 100644 index 0000000..5824ce6 --- /dev/null +++ b/themes/emscripten.ini @@ -0,0 +1,14 @@ +[binaries] +c = 'emcc' +cpp = 'em++' +ar = 'emar' +ranlib = 'emranlib' + +[host_machine] +system = 'emscripten' +cpu_family = 'wasm32' +cpu = 'wasm32' +endian = 'little' + +[properties] +needs_exe_wrapper = true diff --git a/themes/meson.build b/themes/meson.build new file mode 100644 index 0000000..f99bf5c --- /dev/null +++ b/themes/meson.build @@ -0,0 +1,130 @@ +project('themes', 'cpp', + version: '1.0.0', + default_options: [ + 'cpp_std=c++17', + 'buildtype=release', + 'warning_level=2' + ] +) + +# Emscripten link flags +emscripten_link_args = [ + '-s', 'ALLOW_MEMORY_GROWTH=1', + '-s', 'USE_WEBGL2=1', + '-s', 'FULL_ES3=1', + '-s', 'WASM=1', + '-s', 'NO_EXIT_RUNTIME=1', + '-s', 'FETCH' +] + +# Source files +sources = files( + # Main + 'src/main.cpp', + 'src/main_loop.cpp', + 'src/mathlib.cpp', + 'src/logger.cpp', + 'src/shader.cpp', + 'src/shader_fetcher.cpp', + 'src/shapes_2d.cpp', + 'src/webgl_context.cpp', + 'src/renderer_2d.cpp', + 'src/renderer_3d.cpp', + + # Shaders + 'src/shaders/renderer2d_frag.cpp', + 'src/shaders/renderer2d_vert.cpp', + 'src/shaders/renderer3d_frag.cpp', + 'src/shaders/renderer3d_vert.cpp', + 'src/shaders/sun_frag.cpp', + 'src/shaders/sun_vert.cpp', + 'src/shaders/snowflake_frag.cpp', + 'src/shaders/snowflake_vert.cpp', + 'src/shaders/grass_frag.cpp', + 'src/shaders/grass_vert.cpp', + + # Autumn theme + 'src/autumn/autumn_theme.cpp', + 'src/autumn/leaf_particle_render.cpp', + 'src/autumn/tree_shape.cpp', + + # Winter theme + 'src/winter/winter_theme.cpp', + 'src/winter/snowflake.cpp', + 'src/winter/windfield.cpp', + + # Spring theme + 'src/spring/spring_theme.cpp', + 'src/spring/grass_renderer.cpp', + + # Summer theme + 'src/summer/summer_theme.cpp' +) + +# Include directories +inc = include_directories( + 'src', + 'src/autumn', + 'src/winter', + 'src/spring', + 'src/summer', + 'src/shaders', + 'src/_shaders', + 'src/tools' +) + +# Custom target to build shaders from GLSL files +node = find_program('node') +shader_script = meson.project_source_root() + '/src/tools/shader.js' + +# List all GLSL shader files as inputs +shader_inputs = files( + 'src/_shaders/renderer2d.frag', + 'src/_shaders/renderer2d.vert', + 'src/_shaders/renderer3d.frag', + 'src/_shaders/renderer3d.vert', + 'src/_shaders/sun.frag', + 'src/_shaders/sun.vert', + 'src/_shaders/snowflake.frag', + 'src/_shaders/snowflake.vert', + 'src/_shaders/grass.frag', + 'src/_shaders/grass.vert' +) + +# Custom target that runs whenever shader files change +sh = find_program('sh') +build_shaders = custom_target('build_shaders', + input: shader_inputs, + output: 'shaders.stamp', + command: [sh, '-c', node.full_path() + ' ' + shader_script + ' && touch @OUTPUT@'], + build_always_stale: true, + build_by_default: true +) + +# Build the executable +output_exe = executable('output', + sources, + include_directories: inc, + link_args: emscripten_link_args, + name_suffix: 'js' +) + +# Custom target to copy output files to dist directory +copy_script = find_program('sh') +copy_to_dist = custom_target('copy_to_dist', + output: ['copy_to_dist.stamp'], + input: output_exe, + command: [ + copy_script, '-c', + 'mkdir -p ' + meson.project_source_root() + '/dist && ' + + 'cp $1 ' + meson.project_source_root() + '/dist/output.js && ' + + 'cp $2/output.wasm ' + meson.project_source_root() + '/dist/output.wasm && ' + + 'touch $3', + '--', '@INPUT@', meson.current_build_dir(), '@OUTPUT@' + ], + build_by_default: true, + install: false +) + +# Add an alias target for convenience +alias_target('copy-dist', copy_to_dist) diff --git a/themes/src/MainLoop.cpp b/themes/src/MainLoop.cpp deleted file mode 100644 index 09aa643..0000000 --- a/themes/src/MainLoop.cpp +++ /dev/null @@ -1,31 +0,0 @@ -#include "MainLoop.h" -#include <cstdio> -#include <cstdlib> - -EM_BOOL loop(double time, void* loop) { - MainLoop* mainLoop = (MainLoop*) loop; - if (!mainLoop->isRunning) { - return false; - } - - if (mainLoop->lastTime == 0) { - mainLoop->lastTime = time; - return true; - } - - long deltaTime = time - mainLoop->lastTime; - mainLoop->lastTime = time; - mainLoop->elapsedTime += deltaTime; - mainLoop->numFrames++; - float deltaTimeSeconds = static_cast<float>(deltaTime) / 1000.f; - - if (mainLoop->elapsedTime >= 1000.0) { - printf("FPS: %d\n", mainLoop->numFrames); - - mainLoop->elapsedTime = 0.0; - mainLoop->numFrames = 0; - } - - mainLoop->updateFunc(deltaTimeSeconds, NULL); - return true; -}
\ No newline at end of file diff --git a/themes/src/Renderer2d.h b/themes/src/Renderer2d.h deleted file mode 100644 index 7432894..0000000 --- a/themes/src/Renderer2d.h +++ /dev/null @@ -1,61 +0,0 @@ -#pragma once - -#include "WebglContext.h" -#include "types.h" -#include "Shader.h" -#include "mathlib.h" - -struct WebglContext; - -/// Responsible for rendering Mesh2Ds -struct Renderer2d { - WebglContext* context = NULL; - Mat4x4 projection; - u32 shader; - Vector4 clearColor; - - struct { - i32 position; - i32 color; - - // TODO: vMatrix is not standard and does not belong here - i32 vMatrix; - } attributes; - - struct { - i32 projection; - i32 model; - } uniforms; - - /// Load with the provided context and shader programs. If the shaders are NULL, the default - /// shader is used - void load(WebglContext* context, const char* vertexShader = NULL, const char* fragmentShader = NULL); - void render(); - void unload(); - f32 get_width(); - f32 get_height(); -}; - -struct Vertex2D { - Vector2 position; - Vector4 color; - Mat4x4 vMatrix; -}; - -struct Mesh2D { - u32 vao; - u32 vbo; - u32 ebo = 0; - u32 numVertices = 0; - u32 numIndices = 0; - Mat4x4 model; - - void load(Vertex2D* vertices, u32 numVertices, Renderer2d* renderer); - void load(Vertex2D* vertices, - u32 numVertices, - u32* indices, - u32 numIndices, - Renderer2d* renderer); - void render(Renderer2d* renderer, GLenum drawType = GL_TRIANGLES); - void unload(); -}; diff --git a/themes/src/WebglContext.cpp b/themes/src/WebglContext.cpp deleted file mode 100644 index df49c2d..0000000 --- a/themes/src/WebglContext.cpp +++ /dev/null @@ -1,46 +0,0 @@ -#include "WebglContext.h" -#include <cstdio> - - -EM_BOOL onResize(int eventType, const EmscriptenUiEvent *uiEvent, void *userData) { - WebglContext* context = (WebglContext*)userData; - - f64 inWidth, inHeight; - emscripten_get_element_css_size(context->query, &inWidth, &inHeight); - - context->width = static_cast<f32>(inWidth); - context->height = static_cast<f32>(inHeight); - - return true; -} - -void WebglContext::init(const char* inQuery) { - strcpy(query, inQuery); - f64 inWidth, inHeight; - emscripten_get_element_css_size(query, &inWidth, &inHeight); - width = static_cast<f32>(inWidth); - height = static_cast<f32>(inHeight); - emscripten_set_canvas_element_size( query, width, height); - - EmscriptenWebGLContextAttributes attrs; - emscripten_webgl_init_context_attributes(&attrs); - - attrs.enableExtensionsByDefault = 1; - attrs.majorVersion = 3; - attrs.minorVersion = 0; - - context = emscripten_webgl_create_context(query, &attrs); - makeCurrentContext(); - - glClearColor(0, 0, 0, 0.0f); - - emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, this, false, onResize); -}; - -void WebglContext::makeCurrentContext() { - emscripten_webgl_make_context_current(context); -}; - -void WebglContext::destroy() { - emscripten_webgl_destroy_context(context); -} diff --git a/themes/src/_shaders/grass.frag b/themes/src/_shaders/grass.frag new file mode 100644 index 0000000..a72f078 --- /dev/null +++ b/themes/src/_shaders/grass.frag @@ -0,0 +1,11 @@ +varying lowp vec2 vUV; + +void main() { + lowp float halfWidth = 0.5 * (1.0 - vUV.y); + lowp float distFromCenter = abs(vUV.x - 0.5); + if (distFromCenter > halfWidth) discard; + + lowp vec3 baseColor = vec3(0.15, 0.45, 0.10); + lowp vec3 tipColor = vec3(0.40, 0.75, 0.20); + gl_FragColor = vec4(mix(baseColor, tipColor, vUV.y), 1.0); +} diff --git a/themes/src/_shaders/grass.vert b/themes/src/_shaders/grass.vert new file mode 100644 index 0000000..0cf0285 --- /dev/null +++ b/themes/src/_shaders/grass.vert @@ -0,0 +1,25 @@ +attribute vec2 position; // Local quad vertex: x in [-0.5, 0.5], y in [0, 1] +attribute vec3 instancePos; // Per-instance: world-space base of blade +attribute float instancePhase; // Per-instance: random phase offset for sway +attribute float instanceHeight; // Per-instance: height scale multiplier + +uniform mat4 projection; +uniform mat4 view; +uniform float time; +uniform float bladeWidth; +uniform float bladeHeight; +uniform float swayAmount; + +varying lowp vec2 vUV; + +void main() { + vec3 cameraRight = vec3(view[0][0], view[1][0], view[2][0]); + float h = bladeHeight * instanceHeight; + float sway = sin(time * 1.5 + instancePhase) * swayAmount * position.y; + vec3 worldPos = instancePos + + cameraRight * (position.x + sway) * bladeWidth + + vec3(0.0, 1.0, 0.0) * position.y * h; + + gl_Position = projection * view * vec4(worldPos, 1.0); + vUV = vec2(position.x + 0.5, position.y); +} diff --git a/themes/src/_shaders/snowflake.frag b/themes/src/_shaders/snowflake.frag new file mode 100644 index 0000000..d887cf5 --- /dev/null +++ b/themes/src/_shaders/snowflake.frag @@ -0,0 +1,73 @@ +// Procedural star fragment shader +varying lowp vec2 vUV; +varying lowp float vSeed; +varying lowp float vScale; + +const lowp float PI = 3.14159265359; + +// Simple hash function for deterministic randomness +lowp float hash(lowp float n) { + return fract(sin(n) * 43758.5453123); +} + +// Generate star pattern procedurally +lowp float starPattern(lowp vec2 uv) { + lowp float dist = length(uv); + lowp float angle = atan(uv.y, uv.x); + + // Number of star points (4 or 5) + lowp float numPoints = 4.0 + floor(hash(vSeed) * 2.0); + + // Create sharp star with triangular points + lowp float angleStep = 2.0 * PI / numPoints; + lowp float currentAngle = mod(angle + PI / numPoints, angleStep) - angleStep * 0.5; + + // Create triangular points - distance from center to edge varies linearly with angle + lowp float normalizedAngle = abs(currentAngle) / (angleStep * 0.5); + + // Outer tip radius and inner valley radius + lowp float tipRadius = 0.5; + lowp float valleyRadius = 0.15; + + // Linear interpolation creates sharp triangular points + lowp float rayEdge = mix(tipRadius, valleyRadius, normalizedAngle); + + // Hard cutoff for sharp edges + lowp float star = step(dist, rayEdge); + + return star; +} + +void main() { + lowp float pattern = starPattern(vUV); + + // Color variation based on seed - white and blue tints + lowp float colorVar = hash(vSeed * 3.0); + lowp vec3 starColor; + + if (colorVar < 0.5) { + // Pure white + starColor = vec3(1.0, 1.0, 1.0); + } else if (colorVar < 0.75) { + // Light blue tint + starColor = vec3(0.9, 0.95, 1.0); + } else { + // Stronger blue tint + starColor = vec3(0.85, 0.92, 1.0); + } + + // Scale alpha based on size - smaller stars are more transparent + // Normalize scale from range [16, 48] to [0, 1] + lowp float sizeRatio = (vScale - 16.0) / (48.0 - 16.0); + // Map to alpha range [0.3, 1.0] - smaller stars at 30% opacity, larger at 100% + lowp float alpha = mix(0.3, 1.0, sizeRatio); + + lowp vec4 color = vec4(starColor, pattern * alpha); + + // Discard fully transparent pixels for performance + if (color.a < 0.01) { + discard; + } + + gl_FragColor = color; +} diff --git a/themes/src/_shaders/snowflake.vert b/themes/src/_shaders/snowflake.vert new file mode 100644 index 0000000..7cbfb99 --- /dev/null +++ b/themes/src/_shaders/snowflake.vert @@ -0,0 +1,30 @@ +// Instanced snowflake vertex shader +attribute vec2 position; // Base quad vertex position +attribute vec2 instancePos; // Per-instance: snowflake center position +attribute float instanceRot; // Per-instance: rotation angle +attribute float instanceScale; // Per-instance: size scale +attribute float instanceSeed; // Per-instance: random seed for variation + +uniform mat4 projection; +uniform mat4 model; + +varying lowp vec2 vUV; // UV coordinates for fragment shader +varying lowp float vSeed; // Pass seed to fragment shader +varying lowp float vScale; // Pass scale to fragment shader + +void main() { + // Rotate and scale the base quad + float c = cos(instanceRot); + float s = sin(instanceRot); + mat2 rotation = mat2(c, s, -s, c); + + vec2 rotatedPos = rotation * (position * instanceScale); + vec2 worldPos = instancePos + rotatedPos; + + gl_Position = projection * model * vec4(worldPos, 0.0, 1.0); + + // Pass UV in range [-1, 1] for procedural generation + vUV = position; + vSeed = instanceSeed; + vScale = instanceScale; +} diff --git a/themes/src/_shaders/sun.frag b/themes/src/_shaders/sun.frag index 8463e06..2170b39 100644 --- a/themes/src/_shaders/sun.frag +++ b/themes/src/_shaders/sun.frag @@ -1,5 +1,43 @@ varying lowp vec4 VertexColor; +varying lowp vec2 TexCoord; +uniform lowp float time; + +// Simple noise function for edge distortion +lowp float noise(lowp vec2 p) { + return sin(p.x * 10.0 + time) * cos(p.y * 10.0 + time * 0.5) * 0.5 + 0.5; +} void main() { - gl_FragColor = VertexColor; + // TexCoord is now normalized: center is (0,0), edges are at distance ~1 + lowp float dist = length(TexCoord); + + // Add animated noise to the edge + lowp float angle = atan(TexCoord.y, TexCoord.x); + lowp float wave = sin(angle * 8.0 + time * 2.0) * 0.05 + sin(angle * 4.0 - time * 1.5) * 0.03; + lowp float noiseValue = noise(TexCoord + time * 0.1) * 0.02; + + // Create soft edge using smoothstep - ensure fade reaches zero at the actual edge + lowp float innerEdge = 0.8; + lowp float outerEdge = 1.0; + lowp float alpha = 1.0 - smoothstep(innerEdge, outerEdge, dist); + + // Apply wave distortion to the edge + alpha *= 1.0 - smoothstep(0.85 + wave + noiseValue * 2.0, 1.0, dist); + + // Make edges more transparent but not too much + alpha = alpha * alpha; + + // Add slight glow effect at the edge + lowp float glow = smoothstep(0.5, 0.8, dist) * (1.0 - smoothstep(0.8, 1.0, dist)); + + // Create orange gradient from center + lowp vec3 orangeColor = vec3(1.0, 0.5, 0.1); + lowp float centerGradient = smoothstep(0.6, 0.0, dist); + lowp vec3 baseColor = mix(VertexColor.rgb, orangeColor, centerGradient * 0.6); + + // Mix in the glow with a brighter color + lowp vec3 glowColor = baseColor * 1.3; + lowp vec3 finalColor = mix(baseColor, glowColor, glow * 0.5); + + gl_FragColor = vec4(finalColor, VertexColor.a * alpha); } diff --git a/themes/src/_shaders/sun.vert b/themes/src/_shaders/sun.vert index 76150f0..5ed77d7 100644 --- a/themes/src/_shaders/sun.vert +++ b/themes/src/_shaders/sun.vert @@ -1,13 +1,22 @@ -attribute vec2 position; -attribute vec4 color; -attribute mat4 vMatrix; -uniform mat4 projection; -uniform mat4 model; +attribute vec2 position; +attribute vec4 color; +attribute mat4 vMatrix; +uniform mat4 projection; +uniform mat4 model; varying lowp vec4 VertexColor; +varying lowp vec2 TexCoord; -void main() { - vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1); - gl_Position = fragmentPosition; - VertexColor = color; +void main() { + vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1); + gl_Position = fragmentPosition; + VertexColor = color; + // Normalize the position - the center is at (0,0) and edge vertices are at distance 'radius' + // We want TexCoord to be in the range roughly [-1, 1] at the edges + lowp float maxDist = length(position); + if (maxDist > 0.1) { + TexCoord = position / maxDist; + } else { + TexCoord = vec2(0.0, 0.0); + } } diff --git a/themes/src/autumn/AutumnTheme.cpp b/themes/src/autumn/autumn_theme.cpp index 4b7a2e2..d88b265 100644 --- a/themes/src/autumn/AutumnTheme.cpp +++ b/themes/src/autumn/autumn_theme.cpp @@ -1,4 +1,4 @@ -#include "AutumnTheme.hpp" +#include "autumn_theme.hpp" #include "../shapes_2d.h" #include <memory> diff --git a/themes/src/autumn/AutumnTheme.hpp b/themes/src/autumn/autumn_theme.hpp index e3f5748..b61c0f3 100644 --- a/themes/src/autumn/AutumnTheme.hpp +++ b/themes/src/autumn/autumn_theme.hpp @@ -1,11 +1,11 @@ #ifndef AUTUMN_THEME_HPP #define AUTUMN_THEME_HPP -#include "TreeShape.h" -#include "LeafParticleRender.h" +#include "tree_shape.h" +#include "leaf_particle_render.h" #include "../types.h" #include "../theme.h" -#include "../Renderer2d.h" +#include "../renderer_2d.h" #include <memory> #include <vector> diff --git a/themes/src/autumn/LeafParticleRender.cpp b/themes/src/autumn/leaf_particle_render.cpp index fee3df2..569bb2d 100644 --- a/themes/src/autumn/LeafParticleRender.cpp +++ b/themes/src/autumn/leaf_particle_render.cpp @@ -1,7 +1,7 @@ -#include "LeafParticleRender.h" -#include "../Renderer2d.h" +#include "leaf_particle_render.h" +#include "../renderer_2d.h" #include "../mathlib.h" -#include "TreeShape.h" +#include "tree_shape.h" #include "../types.h" #include <math.h> diff --git a/themes/src/autumn/LeafParticleRender.h b/themes/src/autumn/leaf_particle_render.h index f6efe1f..1209e1b 100644 --- a/themes/src/autumn/LeafParticleRender.h +++ b/themes/src/autumn/leaf_particle_render.h @@ -1,4 +1,4 @@ -#include "../Renderer2d.h" +#include "../renderer_2d.h" #include "../mathlib.h" #include "../types.h" diff --git a/themes/src/autumn/TreeShape.cpp b/themes/src/autumn/tree_shape.cpp index 7c80929..622751b 100644 --- a/themes/src/autumn/TreeShape.cpp +++ b/themes/src/autumn/tree_shape.cpp @@ -1,4 +1,4 @@ -#include "TreeShape.h" +#include "tree_shape.h" #include "../mathlib.h" #include <cstdio> #include <cstdlib> diff --git a/themes/src/autumn/TreeShape.h b/themes/src/autumn/tree_shape.h index fc0d11e..0d18415 100644 --- a/themes/src/autumn/TreeShape.h +++ b/themes/src/autumn/tree_shape.h @@ -1,4 +1,4 @@ -#include "../Renderer2d.h" +#include "../renderer_2d.h" #include "../types.h" #include "../mathlib.h" diff --git a/themes/src/list.h b/themes/src/list.h index 25b236a..9b6a719 100644 --- a/themes/src/list.h +++ b/themes/src/list.h @@ -1,7 +1,7 @@ #pragma once #include <cstdlib> #include <cstring> -#include "Logger.h" +#include "logger.h" #define FOREACH(list) \ for (i32 idx = 0; idx < list.numElements; idx++) \ diff --git a/themes/src/Logger.cpp b/themes/src/logger.cpp index 1068d88..bead282 100644 --- a/themes/src/Logger.cpp +++ b/themes/src/logger.cpp @@ -1,4 +1,4 @@ -#include "Logger.h" +#include "logger.h" #include <chrono> #include <cstdarg> #include <cstdio> diff --git a/themes/src/Logger.h b/themes/src/logger.h index 7596b6f..7596b6f 100644 --- a/themes/src/Logger.h +++ b/themes/src/logger.h diff --git a/themes/src/main.cpp b/themes/src/main.cpp index 14227c9..ec7630b 100644 --- a/themes/src/main.cpp +++ b/themes/src/main.cpp @@ -1,112 +1,132 @@ -#include "WebglContext.h" -#include "MainLoop.h" -#include "Renderer2d.h" +#include "autumn/autumn_theme.hpp" +#include "main_loop.h" #include "mathlib.h" +#include "renderer_2d.h" +#include "spring/spring_theme.hpp" +#include "summer/summer_theme.h" #include "theme.h" #include "types.h" -#include "summer/SummerTheme.h" -#include "autumn/AutumnTheme.hpp" -#include "spring/SpringTheme.hpp" -#include "winter/WinterTheme.hpp" +#include "webgl_context.h" +#include "winter/winter_theme.hpp" #include <cstdio> #include <emscripten/fetch.h> void load(ThemeType theme); void unload(); -void update(f32 dtSeconds, void* userData); -EM_BOOL selectNone(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData); -EM_BOOL selectAutumn(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData); -EM_BOOL selectWinter(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData); -EM_BOOL selectSpring(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData); -EM_BOOL selectSummer(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData); +void update(f32 dtSeconds, void *userData); +EM_BOOL selectNone(int eventType, const EmscriptenMouseEvent *mouseEvent, + void *userData); +EM_BOOL selectAutumn(int eventType, const EmscriptenMouseEvent *mouseEvent, + void *userData); +EM_BOOL selectWinter(int eventType, const EmscriptenMouseEvent *mouseEvent, + void *userData); +EM_BOOL selectSpring(int eventType, const EmscriptenMouseEvent *mouseEvent, + void *userData); +EM_BOOL selectSummer(int eventType, const EmscriptenMouseEvent *mouseEvent, + void *userData); WebglContext context; MainLoop mainLoop; ThemeType type; -Theme* active_theme; +Theme *active_theme; int main() { - context.init("#theme_canvas"); - emscripten_set_click_callback("#theme_button_default", NULL, false, selectNone); - emscripten_set_click_callback("#theme_button_autumn", NULL, false, selectAutumn); - emscripten_set_click_callback("#theme_button_winter", NULL, false, selectWinter); - emscripten_set_click_callback("#theme_button_spring", NULL, false, selectSpring); - emscripten_set_click_callback("#theme_button_summer", NULL, false, selectSummer); - - return 0; + context.init("#theme_canvas"); + emscripten_set_click_callback("#theme_button_default", NULL, false, + selectNone); + emscripten_set_click_callback("#theme_button_autumn", NULL, false, + selectAutumn); + emscripten_set_click_callback("#theme_button_winter", NULL, false, + selectWinter); + emscripten_set_click_callback("#theme_button_spring", NULL, false, + selectSpring); + emscripten_set_click_callback("#theme_button_summer", NULL, false, + selectSummer); + + return 0; } // -- Scene loading, updating, and unloading logic void load(ThemeType theme) { - if (type == theme) { - printf("This theme is already active.\n"); - return; - } - - unload(); // Try and unload before we load, so that we start fresh - - type = theme; - mainLoop.run(update); - - switch (type) { - case ThemeType::Autumn: - active_theme = new AutumnTheme(&context); - break; - case ThemeType::Winter: - active_theme = new WinterTheme(&context); - break; - case ThemeType::Spring: - active_theme = new SpringTheme(&context); - break; - case ThemeType::Summer: - active_theme = new SummerTheme(&context); - break; - default: - break; - } + if (type == theme) { + printf("This theme is already active.\n"); + return; + } + + unload(); // Try and unload before we load, so that we start fresh + + type = theme; + mainLoop.run(update); + + switch (type) { + case ThemeType::Autumn: + active_theme = new AutumnTheme(&context); + break; + case ThemeType::Winter: + active_theme = new WinterTheme(&context); + break; + case ThemeType::Spring: + active_theme = new SpringTheme(&context); + break; + case ThemeType::Summer: + active_theme = new SummerTheme(&context); + break; + default: + break; + } } -void update(f32 dtSeconds, void* userData) { - active_theme->update(dtSeconds); - active_theme->render(); +void update(f32 dtSeconds, void *userData) { + if (!active_theme) + return; + active_theme->update(dtSeconds); + active_theme->render(); } void unload() { - delete active_theme; - - type = ThemeType::Default; - if (mainLoop.isRunning) { - mainLoop.stop(); - } + delete active_theme; + active_theme = nullptr; + + type = ThemeType::Default; + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + if (mainLoop.isRunning) { + mainLoop.stop(); + } } // -- HTML5 callbacks -EM_BOOL selectNone(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) { - printf("Default theme selected\n"); - unload(); - return true; +EM_BOOL selectNone(int eventType, const EmscriptenMouseEvent *mouseEvent, + void *userData) { + printf("Default theme selected\n"); + unload(); + return true; } -EM_BOOL selectAutumn(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) { - printf("Autumn theme selected\n"); - load(ThemeType::Autumn); - return true; +EM_BOOL selectAutumn(int eventType, const EmscriptenMouseEvent *mouseEvent, + void *userData) { + printf("Autumn theme selected\n"); + load(ThemeType::Autumn); + return true; } -EM_BOOL selectWinter(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) { - printf("Winter theme selected\n"); - load(ThemeType::Winter); - return true; +EM_BOOL selectWinter(int eventType, const EmscriptenMouseEvent *mouseEvent, + void *userData) { + printf("Winter theme selected\n"); + load(ThemeType::Winter); + return true; } -EM_BOOL selectSpring(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) { - printf("Spring theme selected\n"); - load(ThemeType::Spring); - return true; +EM_BOOL selectSpring(int eventType, const EmscriptenMouseEvent *mouseEvent, + void *userData) { + printf("Spring theme selected\n"); + load(ThemeType::Spring); + return true; } -EM_BOOL selectSummer(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) { - printf("Summer theme selected\n"); - load(ThemeType::Summer); - return true; +EM_BOOL selectSummer(int eventType, const EmscriptenMouseEvent *mouseEvent, + void *userData) { + printf("Summer theme selected\n"); + load(ThemeType::Summer); + return true; } diff --git a/themes/src/main_loop.cpp b/themes/src/main_loop.cpp new file mode 100644 index 0000000..743892e --- /dev/null +++ b/themes/src/main_loop.cpp @@ -0,0 +1,37 @@ +#include "main_loop.h" +#include <cstdio> +#include <cstdlib> + +EM_BOOL loop(double time, void *loop) { + MainLoop *mainLoop = (MainLoop *)loop; + if (!mainLoop->isRunning) { + return false; + } + + if (mainLoop->lastTime == 0) { + mainLoop->lastTime = time; + return true; + } + + long deltaTime = time - mainLoop->lastTime; + mainLoop->lastTime = time; + mainLoop->elapsedTime += deltaTime; + mainLoop->numFrames++; + float deltaTimeSeconds = static_cast<float>(deltaTime) / 1000.f; + + if (mainLoop->elapsedTime >= 1000.0) { + printf("FPS: %d\n", mainLoop->numFrames); + + mainLoop->elapsedTime = 0.0; + mainLoop->numFrames = 0; + } + + // Ignore any update with a greater than 0.1 change. We were + // probably tabbed away, so this is uninteresting to us. + if (deltaTimeSeconds > 0.1) { + return true; + } + + mainLoop->updateFunc(deltaTimeSeconds, NULL); + return true; +} diff --git a/themes/src/MainLoop.h b/themes/src/main_loop.h index 2573bb8..07520a2 100644 --- a/themes/src/MainLoop.h +++ b/themes/src/main_loop.h @@ -26,4 +26,4 @@ struct MainLoop { void stop() { isRunning = false; } -};
\ No newline at end of file +}; diff --git a/themes/src/Renderer2d.cpp b/themes/src/renderer_2d.cpp index f1d78e3..7200669 100644 --- a/themes/src/Renderer2d.cpp +++ b/themes/src/renderer_2d.cpp @@ -1,6 +1,6 @@ -#include "Renderer2d.h" -#include "Shader.h" -#include "WebglContext.h" +#include "renderer_2d.h" +#include "shader.h" +#include "webgl_context.h" #include "mathlib.h" #include <cstdio> #include "shaders/renderer2d_vert.h" diff --git a/themes/src/renderer_2d.h b/themes/src/renderer_2d.h new file mode 100644 index 0000000..16c5cbe --- /dev/null +++ b/themes/src/renderer_2d.h @@ -0,0 +1,59 @@ +#pragma once + +#include "mathlib.h" +#include "shader.h" +#include "types.h" +#include "webgl_context.h" + +struct WebglContext; + +/// Responsible for rendering Mesh2Ds +struct Renderer2d { + WebglContext *context = NULL; + Mat4x4 projection; + u32 shader; + Vector4 clearColor; + + struct { + i32 position; + i32 color; + + // TODO: vMatrix is not standard and does not belong here + i32 vMatrix; + } attributes; + + struct { + i32 projection; + i32 model; + } uniforms; + + /// Load with the provided context and shader programs. If the shaders are + /// NULL, the default shader is used + void load(WebglContext *context, const char *vertexShader = NULL, + const char *fragmentShader = NULL); + void render(); + void unload(); + f32 get_width(); + f32 get_height(); +}; + +struct Vertex2D { + Vector2 position; + Vector4 color; + Mat4x4 vMatrix; +}; + +struct Mesh2D { + u32 vao; + u32 vbo; + u32 ebo = 0; + u32 numVertices = 0; + u32 numIndices = 0; + Mat4x4 model; + + void load(Vertex2D *vertices, u32 numVertices, Renderer2d *renderer); + void load(Vertex2D *vertices, u32 numVertices, u32 *indices, u32 numIndices, + Renderer2d *renderer); + void render(Renderer2d *renderer, GLenum drawType = GL_TRIANGLES); + void unload(); +}; diff --git a/themes/src/Renderer3d.cpp b/themes/src/renderer_3d.cpp index 00315de..cc79940 100644 --- a/themes/src/Renderer3d.cpp +++ b/themes/src/renderer_3d.cpp @@ -1,9 +1,9 @@ -#include "Renderer3d.h" -#include "Shader.h" +#include "renderer_3d.h" +#include "shader.h" #include "list.h" #include "mathlib.h" -#include "WebglContext.h" -#include "Logger.h" +#include "webgl_context.h" +#include "logger.h" #include <cstdio> // Note: In the 'transform' attribute, the transform.x is the scale, diff --git a/themes/src/Renderer3d.h b/themes/src/renderer_3d.h index 5b2c8c8..5b2c8c8 100644 --- a/themes/src/Renderer3d.h +++ b/themes/src/renderer_3d.h diff --git a/themes/src/Shader.cpp b/themes/src/shader.cpp index 5f2b00e..ed2cab5 100644 --- a/themes/src/Shader.cpp +++ b/themes/src/shader.cpp @@ -1,4 +1,4 @@ -#include "Shader.h" +#include "shader.h" #include <string> GLuint loadIndividualShader(GLenum shaderType, const GLchar* cCode) { diff --git a/themes/src/Shader.h b/themes/src/shader.h index bc81764..bc81764 100644 --- a/themes/src/Shader.h +++ b/themes/src/shader.h diff --git a/themes/src/shaders/grass_frag.cpp b/themes/src/shaders/grass_frag.cpp new file mode 100644 index 0000000..5a62cf2 --- /dev/null +++ b/themes/src/shaders/grass_frag.cpp @@ -0,0 +1,14 @@ +#include "grass_frag.h" + +const char* shader_grass_frag = "varying lowp vec2 vUV; \n" +" \n" +"void main() { \n" +" lowp float halfWidth = 0.5 * (1.0 - vUV.y); \n" +" lowp float distFromCenter = abs(vUV.x - 0.5); \n" +" if (distFromCenter > halfWidth) discard; \n" +" \n" +" lowp vec3 baseColor = vec3(0.15, 0.45, 0.10); \n" +" lowp vec3 tipColor = vec3(0.40, 0.75, 0.20); \n" +" gl_FragColor = vec4(mix(baseColor, tipColor, vUV.y), 1.0); \n" +"} \n" +" \n"; diff --git a/themes/src/shaders/grass_frag.h b/themes/src/shaders/grass_frag.h new file mode 100644 index 0000000..16cc29a --- /dev/null +++ b/themes/src/shaders/grass_frag.h @@ -0,0 +1,4 @@ +#ifndef SHADER_GRASS_FRAG +#define SHADER_GRASS_FRAG +extern const char* shader_grass_frag; +#endif diff --git a/themes/src/shaders/grass_vert.cpp b/themes/src/shaders/grass_vert.cpp new file mode 100644 index 0000000..c9d2955 --- /dev/null +++ b/themes/src/shaders/grass_vert.cpp @@ -0,0 +1,28 @@ +#include "grass_vert.h" + +const char* shader_grass_vert = "attribute vec2 position; // Local quad vertex: x in [-0.5, 0.5], y in [0, 1] \n" +"attribute vec3 instancePos; // Per-instance: world-space base of blade \n" +"attribute float instancePhase; // Per-instance: random phase offset for sway \n" +"attribute float instanceHeight; // Per-instance: height scale multiplier \n" +" \n" +"uniform mat4 projection; \n" +"uniform mat4 view; \n" +"uniform float time; \n" +"uniform float bladeWidth; \n" +"uniform float bladeHeight; \n" +"uniform float swayAmount; \n" +" \n" +"varying lowp vec2 vUV; \n" +" \n" +"void main() { \n" +" vec3 cameraRight = vec3(view[0][0], view[1][0], view[2][0]); \n" +" float h = bladeHeight * instanceHeight; \n" +" float sway = sin(time * 1.5 + instancePhase) * swayAmount * position.y; \n" +" vec3 worldPos = instancePos \n" +" + cameraRight * (position.x + sway) * bladeWidth \n" +" + vec3(0.0, 1.0, 0.0) * position.y * h; \n" +" \n" +" gl_Position = projection * view * vec4(worldPos, 1.0); \n" +" vUV = vec2(position.x + 0.5, position.y); \n" +"} \n" +" \n"; diff --git a/themes/src/shaders/grass_vert.h b/themes/src/shaders/grass_vert.h new file mode 100644 index 0000000..7ab52b6 --- /dev/null +++ b/themes/src/shaders/grass_vert.h @@ -0,0 +1,4 @@ +#ifndef SHADER_GRASS_VERT +#define SHADER_GRASS_VERT +extern const char* shader_grass_vert; +#endif diff --git a/themes/src/shaders/snowflake_frag.cpp b/themes/src/shaders/snowflake_frag.cpp new file mode 100644 index 0000000..52d535d --- /dev/null +++ b/themes/src/shaders/snowflake_frag.cpp @@ -0,0 +1,76 @@ +#include "snowflake_frag.h" + +const char* shader_snowflake_frag = "// Procedural star fragment shader \n" +"varying lowp vec2 vUV; \n" +"varying lowp float vSeed; \n" +"varying lowp float vScale; \n" +" \n" +"const lowp float PI = 3.14159265359; \n" +" \n" +"// Simple hash function for deterministic randomness \n" +"lowp float hash(lowp float n) { \n" +" return fract(sin(n) * 43758.5453123); \n" +"} \n" +" \n" +"// Generate star pattern procedurally \n" +"lowp float starPattern(lowp vec2 uv) { \n" +" lowp float dist = length(uv); \n" +" lowp float angle = atan(uv.y, uv.x); \n" +" \n" +" // Number of star points (4 or 5) \n" +" lowp float numPoints = 4.0 + floor(hash(vSeed) * 2.0); \n" +" \n" +" // Create sharp star with triangular points \n" +" lowp float angleStep = 2.0 * PI / numPoints; \n" +" lowp float currentAngle = mod(angle + PI / numPoints, angleStep) - angleStep * 0.5; \n" +" \n" +" // Create triangular points - distance from center to edge varies linearly with angle \n" +" lowp float normalizedAngle = abs(currentAngle) / (angleStep * 0.5); \n" +" \n" +" // Outer tip radius and inner valley radius \n" +" lowp float tipRadius = 0.5; \n" +" lowp float valleyRadius = 0.15; \n" +" \n" +" // Linear interpolation creates sharp triangular points \n" +" lowp float rayEdge = mix(tipRadius, valleyRadius, normalizedAngle); \n" +" \n" +" // Hard cutoff for sharp edges \n" +" lowp float star = step(dist, rayEdge); \n" +" \n" +" return star; \n" +"} \n" +" \n" +"void main() { \n" +" lowp float pattern = starPattern(vUV); \n" +" \n" +" // Color variation based on seed - white and blue tints \n" +" lowp float colorVar = hash(vSeed * 3.0); \n" +" lowp vec3 starColor; \n" +" \n" +" if (colorVar < 0.5) { \n" +" // Pure white \n" +" starColor = vec3(1.0, 1.0, 1.0); \n" +" } else if (colorVar < 0.75) { \n" +" // Light blue tint \n" +" starColor = vec3(0.9, 0.95, 1.0); \n" +" } else { \n" +" // Stronger blue tint \n" +" starColor = vec3(0.85, 0.92, 1.0); \n" +" } \n" +" \n" +" // Scale alpha based on size - smaller stars are more transparent \n" +" // Normalize scale from range [16, 48] to [0, 1] \n" +" lowp float sizeRatio = (vScale - 16.0) / (48.0 - 16.0); \n" +" // Map to alpha range [0.3, 1.0] - smaller stars at 30% opacity, larger at 100% \n" +" lowp float alpha = mix(0.3, 1.0, sizeRatio); \n" +" \n" +" lowp vec4 color = vec4(starColor, pattern * alpha); \n" +" \n" +" // Discard fully transparent pixels for performance \n" +" if (color.a < 0.01) { \n" +" discard; \n" +" } \n" +" \n" +" gl_FragColor = color; \n" +"} \n" +" \n"; diff --git a/themes/src/shaders/snowflake_frag.h b/themes/src/shaders/snowflake_frag.h new file mode 100644 index 0000000..b34328f --- /dev/null +++ b/themes/src/shaders/snowflake_frag.h @@ -0,0 +1,4 @@ +#ifndef SHADER_SNOWFLAKE_FRAG +#define SHADER_SNOWFLAKE_FRAG +extern const char* shader_snowflake_frag; +#endif diff --git a/themes/src/shaders/snowflake_vert.cpp b/themes/src/shaders/snowflake_vert.cpp new file mode 100644 index 0000000..199009d --- /dev/null +++ b/themes/src/shaders/snowflake_vert.cpp @@ -0,0 +1,33 @@ +#include "snowflake_vert.h" + +const char* shader_snowflake_vert = "// Instanced snowflake vertex shader \n" +"attribute vec2 position; // Base quad vertex position \n" +"attribute vec2 instancePos; // Per-instance: snowflake center position \n" +"attribute float instanceRot; // Per-instance: rotation angle \n" +"attribute float instanceScale; // Per-instance: size scale \n" +"attribute float instanceSeed; // Per-instance: random seed for variation \n" +" \n" +"uniform mat4 projection; \n" +"uniform mat4 model; \n" +" \n" +"varying lowp vec2 vUV; // UV coordinates for fragment shader \n" +"varying lowp float vSeed; // Pass seed to fragment shader \n" +"varying lowp float vScale; // Pass scale to fragment shader \n" +" \n" +"void main() { \n" +" // Rotate and scale the base quad \n" +" float c = cos(instanceRot); \n" +" float s = sin(instanceRot); \n" +" mat2 rotation = mat2(c, s, -s, c); \n" +" \n" +" vec2 rotatedPos = rotation * (position * instanceScale); \n" +" vec2 worldPos = instancePos + rotatedPos; \n" +" \n" +" gl_Position = projection * model * vec4(worldPos, 0.0, 1.0); \n" +" \n" +" // Pass UV in range [-1, 1] for procedural generation \n" +" vUV = position; \n" +" vSeed = instanceSeed; \n" +" vScale = instanceScale; \n" +"} \n" +" \n"; diff --git a/themes/src/shaders/snowflake_vert.h b/themes/src/shaders/snowflake_vert.h new file mode 100644 index 0000000..36bf8b0 --- /dev/null +++ b/themes/src/shaders/snowflake_vert.h @@ -0,0 +1,4 @@ +#ifndef SHADER_SNOWFLAKE_VERT +#define SHADER_SNOWFLAKE_VERT +extern const char* shader_snowflake_vert; +#endif diff --git a/themes/src/shaders/sun_frag.cpp b/themes/src/shaders/sun_frag.cpp index d1ea160..696b3b9 100644 --- a/themes/src/shaders/sun_frag.cpp +++ b/themes/src/shaders/sun_frag.cpp @@ -1,8 +1,46 @@ #include "sun_frag.h" const char* shader_sun_frag = "varying lowp vec4 VertexColor; \n" +"varying lowp vec2 TexCoord; \n" +"uniform lowp float time; \n" +" \n" +"// Simple noise function for edge distortion \n" +"lowp float noise(lowp vec2 p) { \n" +" return sin(p.x * 10.0 + time) * cos(p.y * 10.0 + time * 0.5) * 0.5 + 0.5; \n" +"} \n" " \n" "void main() { \n" -" gl_FragColor = VertexColor; \n" +" // TexCoord is now normalized: center is (0,0), edges are at distance ~1 \n" +" lowp float dist = length(TexCoord); \n" +" \n" +" // Add animated noise to the edge \n" +" lowp float angle = atan(TexCoord.y, TexCoord.x); \n" +" lowp float wave = sin(angle * 8.0 + time * 2.0) * 0.05 + sin(angle * 4.0 - time * 1.5) * 0.03; \n" +" lowp float noiseValue = noise(TexCoord + time * 0.1) * 0.02; \n" +" \n" +" // Create soft edge using smoothstep - ensure fade reaches zero at the actual edge \n" +" lowp float innerEdge = 0.8; \n" +" lowp float outerEdge = 1.0; \n" +" lowp float alpha = 1.0 - smoothstep(innerEdge, outerEdge, dist); \n" +" \n" +" // Apply wave distortion to the edge \n" +" alpha *= 1.0 - smoothstep(0.85 + wave + noiseValue * 2.0, 1.0, dist); \n" +" \n" +" // Make edges more transparent but not too much \n" +" alpha = alpha * alpha; \n" +" \n" +" // Add slight glow effect at the edge \n" +" lowp float glow = smoothstep(0.5, 0.8, dist) * (1.0 - smoothstep(0.8, 1.0, dist)); \n" +" \n" +" // Create orange gradient from center \n" +" lowp vec3 orangeColor = vec3(1.0, 0.5, 0.1); \n" +" lowp float centerGradient = smoothstep(0.6, 0.0, dist); \n" +" lowp vec3 baseColor = mix(VertexColor.rgb, orangeColor, centerGradient * 0.6); \n" +" \n" +" // Mix in the glow with a brighter color \n" +" lowp vec3 glowColor = baseColor * 1.3; \n" +" lowp vec3 finalColor = mix(baseColor, glowColor, glow * 0.5); \n" +" \n" +" gl_FragColor = vec4(finalColor, VertexColor.a * alpha); \n" "} \n" " \n"; diff --git a/themes/src/shaders/sun_vert.cpp b/themes/src/shaders/sun_vert.cpp index ca617c0..bacf3a6 100644 --- a/themes/src/shaders/sun_vert.cpp +++ b/themes/src/shaders/sun_vert.cpp @@ -1,16 +1,25 @@ #include "sun_vert.h" const char* shader_sun_vert = " \n" -"attribute vec2 position; \n" -"attribute vec4 color; \n" -"attribute mat4 vMatrix; \n" -"uniform mat4 projection; \n" -"uniform mat4 model; \n" +"attribute vec2 position; \n" +"attribute vec4 color; \n" +"attribute mat4 vMatrix; \n" +"uniform mat4 projection; \n" +"uniform mat4 model; \n" "varying lowp vec4 VertexColor; \n" +"varying lowp vec2 TexCoord; \n" " \n" -"void main() { \n" -" vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1); \n" -" gl_Position = fragmentPosition; \n" -" VertexColor = color; \n" +"void main() { \n" +" vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1); \n" +" gl_Position = fragmentPosition; \n" +" VertexColor = color; \n" +" // Normalize the position - the center is at (0,0) and edge vertices are at distance 'radius' \n" +" // We want TexCoord to be in the range roughly [-1, 1] at the edges \n" +" lowp float maxDist = length(position); \n" +" if (maxDist > 0.1) { \n" +" TexCoord = position / maxDist; \n" +" } else { \n" +" TexCoord = vec2(0.0, 0.0); \n" +" } \n" "} \n" " \n"; diff --git a/themes/src/shapes_2d.cpp b/themes/src/shapes_2d.cpp index d5a29ed..e00c521 100644 --- a/themes/src/shapes_2d.cpp +++ b/themes/src/shapes_2d.cpp @@ -1,5 +1,5 @@ #include "shapes_2d.h" -#include "Renderer2d.h" +#include "renderer_2d.h" #include "mathlib.h" #include "list.h" diff --git a/themes/src/shapes_2d.h b/themes/src/shapes_2d.h index 8e08504..325d525 100644 --- a/themes/src/shapes_2d.h +++ b/themes/src/shapes_2d.h @@ -2,7 +2,7 @@ #define SHAPES_2D #include "mathlib.h" -#include "Renderer2d.h" +#include "renderer_2d.h" #include "types.h" class RectangularGradient diff --git a/themes/src/spring/GrassRenderer.cpp b/themes/src/spring/GrassRenderer.cpp deleted file mode 100644 index b69d111..0000000 --- a/themes/src/spring/GrassRenderer.cpp +++ /dev/null @@ -1,29 +0,0 @@ -#include "GrassRenderer.hpp" -#include "Renderer3d.h" - -void GrassRenderer::load(GrassRendererLoadData params, Renderer3d* renderer) { - const f32 COLUMN_INCREMENT = GRASS_BLADES_PER_COL / params.area.x; - const f32 ROW_INCREMENT = GRASS_BLADES_PER_ROW / params.area.y; - for (i32 r = 0; r < GRASS_BLADES_PER_ROW; r++) { - i32 indexOffset = r * GRASS_BLADES_PER_ROW; - f32 y = ROW_INCREMENT * r; - for (i32 c = 0; c < GRASS_BLADES_PER_COL; c++) { - f32 x = COLUMN_INCREMENT * c; - i32 index = indexOffset + c; - grassBlades[index].position = Vector3(x, y, 0); - grassBlades[index].top_offset = Vector2(0, 0); - } - } -} - -void GrassRenderer::update(f32 seconds) { - -} - -void GrassRenderer::render(Renderer3d* renderer) { - -} - -void GrassRenderer::unload() { - -} diff --git a/themes/src/spring/GrassRenderer.hpp b/themes/src/spring/GrassRenderer.hpp deleted file mode 100644 index 8c96724..0000000 --- a/themes/src/spring/GrassRenderer.hpp +++ /dev/null @@ -1,33 +0,0 @@ -#ifndef GRASS_RENDERER_HPP -#define GRASS_RENDERER_HPP - -#include "Renderer3d.h" -#include "mathlib.h" -#include "types.h" - -const i32 GRASS_BLADES_PER_ROW = 24; -const i32 GRASS_BLADES_PER_COL = 24; -const i32 NUM_GRASS_BLADES = GRASS_BLADES_PER_ROW * GRASS_BLADES_PER_COL; - -struct GrassRendererLoadData { - Vector2 origin = Vector2(0, 0); - Vector2 area = Vector2(480, 480); - f32 grassHeight = 12.f; -}; - -struct GrassUpdateData { - Vector3 position; - Vector2 top_offset; -}; - -struct GrassRenderer { - - GrassUpdateData grassBlades[NUM_GRASS_BLADES]; - - void load(GrassRendererLoadData params, Renderer3d* renderer); - void update(f32 dtSeconds); - void render(Renderer3d* renderer); - void unload(); -}; - -#endif diff --git a/themes/src/spring/SpringTheme.cpp b/themes/src/spring/SpringTheme.cpp deleted file mode 100644 index e39c138..0000000 --- a/themes/src/spring/SpringTheme.cpp +++ /dev/null @@ -1,208 +0,0 @@ -#include "SpringTheme.hpp" -#include "../Renderer3d.h" -#include "../shader_fetcher.hpp" -#include <cstdio> -#include <emscripten/fetch.h> - -void onBunnySuccess(emscripten_fetch_t *fetch) { - SpringTheme* springTheme = (SpringTheme*)fetch->userData; - springTheme->state = SpringThemeState::LoadedBunny; - printf("Finished downloading %llu bytes from URL %s.\n", fetch->numBytes, fetch->url); - const i32 len = fetch->numBytes; - springTheme->bunnyMesh = Mesh3d_fromObj(&springTheme->renderer, fetch->data, len); - // The data is now available at fetch->data[0] through fetch->data[fetch->numBytes-1]; - emscripten_fetch_close(fetch); // Free data associated with the fetch. -} - -void onBunnyFail(emscripten_fetch_t *fetch) { - printf("Downloading %s failed, HTTP failure status code: %d.\n", fetch->url, fetch->status); - emscripten_fetch_close(fetch); // Also free data on failure. -} - -inline void fetch_bunny(SpringTheme* theme) { - emscripten_fetch_attr_t attr; - emscripten_fetch_attr_init(&attr); - strcpy(attr.requestMethod, "GET"); - attr.attributes = EMSCRIPTEN_FETCH_LOAD_TO_MEMORY; - attr.onsuccess = onBunnySuccess; - attr.onerror = onBunnyFail; - auto* bunny_fetch = emscripten_fetch(&attr, "themes/resources/bunny.obj"); - bunny_fetch->userData = theme; -} - -inline void on_shaders_loader(ShaderFetchResult* result) { - SpringTheme* theme = (SpringTheme*)result->user_data; - theme->renderer.load(theme->renderer.context, result->vertex.c_str(), result->fragment.c_str()); - theme->state = SpringThemeState::LoadedShader; - fetch_bunny(theme); -} - -SpringTheme::SpringTheme(WebglContext* context) -{ - load(context); -} - -SpringTheme::~SpringTheme() -{ - unload(); -} - -void SpringTheme::load(WebglContext* context) { - state = SpringThemeState::Loading; - renderer.context = context; - renderer.clearColor = Vector4(160, 231, 160, 255.f).toNormalizedColor(); - - fetch_shader( - { - "themes/src/_shaders/renderer3d.vert", - "themes/src/_shaders/renderer3d.frag" - }, - on_shaders_loader, - this - ); -} - -inline Vector3 bunnyLerp(Vector3& start, Vector3& target, f32 t) { - t = 3 * t *t - 2 * t * t * t; - return start + ((target - start) * t); -} - -inline f32 verticalHopLerp(f32 start, f32 target, f32 t) { - f32 ogt = t; - t = 3 * t *t - 2 * t * t * t; - if (ogt >= 0.5f) t = 1.f - t; - return start + ((target - start) * t); -} - -inline f32 rotationLerp(f32 start, f32 target, f32 t) { - return start + ((target - start) * t); -} - -void SpringTheme::update(f32 dtSeconds) { - switch (state) { - case SpringThemeState::Loading: return; - case SpringThemeState::LoadedShader: return; - case SpringThemeState::LoadedBunny: - state = SpringThemeState::Idle; - stateTimer = 0.f; - bunnyHopAnimationTimer = 0.f; - break; - case SpringThemeState::Idle: { - bunnyHopAnimationTimer += dtSeconds; - const f32 HOP_FREQUENCY = 6.f; - - if (bunnyHopAnimationTimer > stateTimer) { - state = SpringThemeState::PreHop; - f32 xDir = 1; - f32 yDir = 1; - if (bunnyTarget.x > 0) xDir = -1; - if (bunnyTarget.z > 0) yDir = -1; - bunnyTarget = bunnyPosition + Vector3(randomFloatBetween(0, xDir * 25), 0, randomFloatBetween(0, yDir * 25)); - auto direction = (bunnyTarget - bunnyPosition); - auto distance = direction.length(); - direction = direction.normalize(); - numHops = ceil(distance / HOP_FREQUENCY); - hopCount = 0; - - targetRotation = PI - atan2(direction.y, direction.x); - stateTimer = ((bunnyTarget - bunnyPosition).length() / bunnySpeed) / numHops; - bunnyHopAnimationTimer = 0.f; - hopIncrement = (bunnyTarget - bunnyPosition) / numHops; - } - break; - } - case SpringThemeState::PreHop: { - const f32 ROTATION_TIME = 0.5f; - bunnyHopAnimationTimer += dtSeconds; - f32 current = bunnyRotation + (targetRotation - bunnyRotation) * (bunnyHopAnimationTimer / ROTATION_TIME); - bunnyMesh.model = Mat4x4().rotate(0, current, 0).translate(bunnyPosition); - - if (bunnyHopAnimationTimer > ROTATION_TIME) { - bunnyRotation = targetRotation; - bunnyHopAnimationTimer = 0; - state = SpringThemeState::Hopping; - } - break; - } - case SpringThemeState::Hopping: { - bunnyHopAnimationTimer += dtSeconds; - f32 t = bunnyHopAnimationTimer / stateTimer; - - Vector3 nextPosition = bunnyPosition + hopIncrement; - auto renderPos = bunnyLerp(bunnyPosition, nextPosition, t); - if ((renderPos - nextPosition).length() < 0.01f) { - hopCount += 1; - bunnyHopAnimationTimer = 0.f; - bunnyPosition = nextPosition; - } - - renderPos.y = verticalHopLerp(0.f, 4.f, t); - - const f32 RMAX = PI / 16.f; - f32 zRotation = 0; - f32 start = 0.f; - f32 end = PI / 8.f; - f32 startTime = 0.f; - f32 endTime = 0.f; - bool disableRot = false; - - if (t >= 0.9f) { - disableRot = true; - } - else if (t >= 0.7f) { - start = -RMAX; - end = 0.f; - startTime = 0.7f; - endTime = 0.9f; - } - else if (t >= 0.50f) { - start = 0.f; - end = -RMAX; - startTime = 0.50f; - endTime = 0.70f; - } - else if (t >= 0.40f) { - disableRot = true; - } - else if (t >= 0.20f) { - start = RMAX; - end = 0.f; - startTime = 0.20f; - endTime = 0.40f; - } - else { - start = 0.f; - end = RMAX; - startTime = 0.f; - endTime = 0.20f; - } - - - if (!disableRot) { - f32 totalTime = endTime - startTime; - zRotation = rotationLerp(start, end, (totalTime - (endTime - t)) / totalTime); - } - - bunnyMesh.model = Mat4x4().getZRotationMatrix(zRotation).rotate(0, bunnyRotation, 0).translate(renderPos); - if (hopCount == numHops) { - bunnyPosition = bunnyTarget; - bunnyHopAnimationTimer = 0.f; - state = SpringThemeState::Idle; - stateTimer = randomFloatBetween(0.5f, 1.f); - } - break; - } - } -} - -void SpringTheme::render() { - renderer.render(); - if (state != SpringThemeState::Loading) { - bunnyMesh.render(&renderer); - } -} - -void SpringTheme::unload() { - renderer.unload(); - bunnyMesh.unload(); -} diff --git a/themes/src/spring/SpringTheme.hpp b/themes/src/spring/SpringTheme.hpp deleted file mode 100644 index 64f9cb5..0000000 --- a/themes/src/spring/SpringTheme.hpp +++ /dev/null @@ -1,45 +0,0 @@ -#ifndef SPRING_THEME_HPP -#define SPRING_THEME_HPP - -#include "../mathlib.h" -#include "../types.h" -#include "../Renderer3d.h" -#include "../theme.h" - - -enum class SpringThemeState { - Loading = 0, - LoadedShader, - LoadedBunny, - PreHop, - Hopping, - Idle -}; - -class SpringTheme : public Theme { -public: - SpringTheme(WebglContext*); - ~SpringTheme(); - Renderer3d renderer; - SpringThemeState state; - f32 bunnySpeed = 5.f; - Vector3 bunnyPosition = Vector3(0, 0, 0); - Vector3 bunnyTarget = Vector3(0, 0, 0); - Vector3 hopIncrement = Vector3(0, 0, 0); - - f32 numHops = 0; - f32 hopCount = 0; - f32 bunnyHopAnimationTimer = 0.f; - f32 stateTimer = 0.f; - f32 bunnyRotation = 0.f; - f32 targetRotation = 0.f; - - Mesh3d bunnyMesh; - - void load(WebglContext*); - void update(f32 dtSeconds); - void render(); - void unload(); -}; - -#endif diff --git a/themes/src/spring/grass_renderer.cpp b/themes/src/spring/grass_renderer.cpp new file mode 100644 index 0000000..e4a210c --- /dev/null +++ b/themes/src/spring/grass_renderer.cpp @@ -0,0 +1,138 @@ +#include "grass_renderer.hpp" +#include "../renderer_3d.h" +#include "../shader.h" +#include "../shaders/grass_frag.h" +#include "../shaders/grass_vert.h" +#include "mathlib.h" +#include <cmath> +#include <cstddef> + +void GrassRenderer::load(GrassRendererLoadData params, Renderer3d *renderer) { + bladeHeight = params.grassHeight; + + // Place blades randomly within a circle. Using r = R*sqrt(u) with a + // uniform u in [0,1] gives uniform areal density (no center clustering). + const f32 radius = fminf(params.area.x, params.area.y) * 0.5f; + for (i32 i = 0; i < NUM_GRASS_BLADES; i++) { + f32 r = radius * sqrtf(randomFloatBetween(0.f, 1.f)); + f32 theta = randomFloatBetween(0.f, 2.f * PI); + f32 x = params.origin.x + r * cosf(theta); + f32 z = params.origin.y + r * sinf(theta); + grassBlades[i].position = Vector3(x, 0, z); + grassBlades[i].top_offset = + Vector2(randomFloatBetween(0.f, 2.f * PI), // sway phase + randomFloatBetween(0.5f, 1.5f) // height scale + ); + } + + // Compile grass shader + shader = loadShader(shader_grass_vert, shader_grass_frag); + useShader(shader); + + // Attribute locations + attributes.position = getShaderAttribute(shader, "position"); + attributes.instancePos = getShaderAttribute(shader, "instancePos"); + attributes.instancePhase = getShaderAttribute(shader, "instancePhase"); + attributes.instanceHeight = getShaderAttribute(shader, "instanceHeight"); + + // Uniform locations + uniforms.projection = getShaderUniform(shader, "projection"); + uniforms.view = getShaderUniform(shader, "view"); + uniforms.time = getShaderUniform(shader, "time"); + uniforms.bladeWidth = getShaderUniform(shader, "bladeWidth"); + uniforms.bladeHeight = getShaderUniform(shader, "bladeHeight"); + uniforms.swayAmount = getShaderUniform(shader, "swayAmount"); + + // Base quad: two triangles forming a unit quad + // x in [-0.5, 0.5], y in [0, 1] + Vector2 quadVertices[] = {Vector2(-0.5f, 0.0f), Vector2(0.5f, 0.0f), + Vector2(0.5f, 1.0f), Vector2(-0.5f, 0.0f), + Vector2(0.5f, 1.0f), Vector2(-0.5f, 1.0f)}; + + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + + // Static quad VBO + glGenBuffers(1, &quadVbo); + glBindBuffer(GL_ARRAY_BUFFER, quadVbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, + GL_STATIC_DRAW); + glEnableVertexAttribArray(attributes.position); + glVertexAttribPointer(attributes.position, 2, GL_FLOAT, GL_FALSE, + sizeof(Vector2), (GLvoid *)0); + + // Dynamic instance VBO + glGenBuffers(1, &instanceVbo); + glBindBuffer(GL_ARRAY_BUFFER, instanceVbo); + glBufferData(GL_ARRAY_BUFFER, NUM_GRASS_BLADES * sizeof(GrassInstanceData), + NULL, GL_DYNAMIC_DRAW); + + // instancePos: vec3 (x, y, z) at offset 0 + glEnableVertexAttribArray(attributes.instancePos); + glVertexAttribPointer(attributes.instancePos, 3, GL_FLOAT, GL_FALSE, + sizeof(GrassInstanceData), + (GLvoid *)offsetof(GrassInstanceData, x)); + glVertexAttribDivisor(attributes.instancePos, 1); + + // instancePhase: float at offset 12 (after 3 floats) + glEnableVertexAttribArray(attributes.instancePhase); + glVertexAttribPointer(attributes.instancePhase, 1, GL_FLOAT, GL_FALSE, + sizeof(GrassInstanceData), + (GLvoid *)offsetof(GrassInstanceData, phaseOffset)); + glVertexAttribDivisor(attributes.instancePhase, 1); + + // instanceHeight: float at offset 16 (after phaseOffset) + glEnableVertexAttribArray(attributes.instanceHeight); + glVertexAttribPointer(attributes.instanceHeight, 1, GL_FLOAT, GL_FALSE, + sizeof(GrassInstanceData), + (GLvoid *)offsetof(GrassInstanceData, heightScale)); + glVertexAttribDivisor(attributes.instanceHeight, 1); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); +} + +void GrassRenderer::update(f32 dtSeconds) { time += dtSeconds; } + +void GrassRenderer::render(Renderer3d *renderer) { + useShader(shader); + setShaderMat4(uniforms.projection, renderer->projection); + setShaderMat4(uniforms.view, renderer->view); + setShaderFloat(uniforms.time, time); + setShaderFloat(uniforms.bladeWidth, bladeWidth); + setShaderFloat(uniforms.bladeHeight, bladeHeight); + setShaderFloat(uniforms.swayAmount, swayAmount); + + // Build and upload instance data + GrassInstanceData instanceData[NUM_GRASS_BLADES]; + for (i32 i = 0; i < NUM_GRASS_BLADES; i++) { + instanceData[i].x = grassBlades[i].position.x; + instanceData[i].y = grassBlades[i].position.y; + instanceData[i].z = grassBlades[i].position.z; + instanceData[i].phaseOffset = grassBlades[i].top_offset.x; + instanceData[i].heightScale = grassBlades[i].top_offset.y; + } + + glBindBuffer(GL_ARRAY_BUFFER, instanceVbo); + glBufferSubData(GL_ARRAY_BUFFER, 0, + NUM_GRASS_BLADES * sizeof(GrassInstanceData), instanceData); + + glBindVertexArray(vao); + glDrawArraysInstanced(GL_TRIANGLES, 0, 6, NUM_GRASS_BLADES); + glBindVertexArray(0); +} + +void GrassRenderer::unload() { + if (vao) + glDeleteVertexArrays(1, &vao); + if (quadVbo) + glDeleteBuffers(1, &quadVbo); + if (instanceVbo) + glDeleteBuffers(1, &instanceVbo); + if (shader) + glDeleteProgram(shader); + vao = 0; + quadVbo = 0; + instanceVbo = 0; + shader = 0; +} diff --git a/themes/src/spring/grass_renderer.hpp b/themes/src/spring/grass_renderer.hpp new file mode 100644 index 0000000..14ef067 --- /dev/null +++ b/themes/src/spring/grass_renderer.hpp @@ -0,0 +1,63 @@ +#ifndef GRASS_RENDERER_HPP +#define GRASS_RENDERER_HPP + +#include "../renderer_3d.h" +#include "mathlib.h" +#include "types.h" + +const i32 GRASS_BLADES_PER_ROW = 48; +const i32 GRASS_BLADES_PER_COL = 48; +const i32 NUM_GRASS_BLADES = GRASS_BLADES_PER_ROW * GRASS_BLADES_PER_COL; + +struct GrassRendererLoadData { + Vector2 origin = Vector2(0, 0); + Vector2 area = Vector2(480, 480); + f32 grassHeight = 4.f; +}; + +struct GrassUpdateData { + Vector3 position; + Vector2 top_offset; // top_offset.x stores per-blade sway phase offset +}; + +struct GrassInstanceData { + float x, y, z; + float phaseOffset; + float heightScale; +}; + +struct GrassRenderer { + GrassUpdateData grassBlades[NUM_GRASS_BLADES]; + + u32 vao = 0; + u32 quadVbo = 0; + u32 instanceVbo = 0; + u32 shader = 0; + f32 time = 0.f; + f32 bladeWidth = 1.5f; + f32 bladeHeight = 6.f; + f32 swayAmount = 0.3f; + + struct { + i32 position; + i32 instancePos; + i32 instancePhase; + i32 instanceHeight; + } attributes; + + struct { + i32 projection; + i32 view; + i32 time; + i32 bladeWidth; + i32 bladeHeight; + i32 swayAmount; + } uniforms; + + void load(GrassRendererLoadData params, Renderer3d *renderer); + void update(f32 dtSeconds); + void render(Renderer3d *renderer); + void unload(); +}; + +#endif diff --git a/themes/src/spring/spring_theme.cpp b/themes/src/spring/spring_theme.cpp new file mode 100644 index 0000000..4b62795 --- /dev/null +++ b/themes/src/spring/spring_theme.cpp @@ -0,0 +1,247 @@ +#include "spring_theme.hpp" +#include "../renderer_3d.h" +#include "../shader.h" +#include "../shader_fetcher.hpp" +#include "../shapes_2d.h" +#include <cstdio> +#include <emscripten/fetch.h> + +void onBunnySuccess(emscripten_fetch_t *fetch) { + SpringTheme *springTheme = (SpringTheme *)fetch->userData; + springTheme->state = SpringThemeState::LoadedBunny; + printf("Finished downloading %llu bytes from URL %s.\n", fetch->numBytes, + fetch->url); + const i32 len = fetch->numBytes; + springTheme->bunnyMesh = + Mesh3d_fromObj(&springTheme->renderer, fetch->data, len); + // The data is now available at fetch->data[0] through + // fetch->data[fetch->numBytes-1]; + emscripten_fetch_close(fetch); // Free data associated with the fetch. +} + +void onBunnyFail(emscripten_fetch_t *fetch) { + printf("Downloading %s failed, HTTP failure status code: %d.\n", fetch->url, + fetch->status); + emscripten_fetch_close(fetch); // Also free data on failure. +} + +inline void fetch_bunny(SpringTheme *theme) { + emscripten_fetch_attr_t attr; + emscripten_fetch_attr_init(&attr); + strcpy(attr.requestMethod, "GET"); + attr.attributes = EMSCRIPTEN_FETCH_LOAD_TO_MEMORY; + attr.onsuccess = onBunnySuccess; + attr.onerror = onBunnyFail; + auto *bunny_fetch = emscripten_fetch(&attr, "resources/bunny.obj"); + bunny_fetch->userData = theme; +} + +inline void on_shaders_loader(ShaderFetchResult *result) { + SpringTheme *theme = (SpringTheme *)result->user_data; + theme->renderer.load(theme->renderer.context, result->vertex.c_str(), + result->fragment.c_str()); + theme->state = SpringThemeState::LoadedShader; + fetch_bunny(theme); +} + +SpringTheme::SpringTheme(WebglContext *context) { load(context); } + +SpringTheme::~SpringTheme() { unload(); } + +void SpringTheme::load(WebglContext *context) { + state = SpringThemeState::Loading; + renderer.context = context; + renderer.clearColor = Vector4(174, 216, 230, 255.f).toNormalizedColor(); + + renderer2d.load(context); + background = new RectangularGradient( + renderer2d, Vector4(174, 216, 230, 255).toNormalizedColor(), + Vector4(144, 238, 144, 255).toNormalizedColor(), renderer2d.get_width(), + renderer2d.get_height(), {0, 0}); + + grassRenderer.load({Vector2(0, -20), Vector2(96, 96), 3.f}, &renderer); + + fetch_shader({"themes/src/_shaders/renderer3d.vert", + "themes/src/_shaders/renderer3d.frag"}, + on_shaders_loader, this); +} + +inline Vector3 bunnyLerp(Vector3 &start, Vector3 &target, f32 t) { + t = 3 * t * t - 2 * t * t * t; + return start + ((target - start) * t); +} + +inline f32 verticalHopLerp(f32 start, f32 target, f32 t) { + f32 ogt = t; + t = 3 * t * t - 2 * t * t * t; + if (ogt >= 0.5f) + t = 1.f - t; + return start + ((target - start) * t); +} + +inline f32 rotationLerp(f32 start, f32 target, f32 t) { + return start + ((target - start) * t); +} + +void SpringTheme::update(f32 dtSeconds) { + if (state != SpringThemeState::Loading) { + grassRenderer.update(dtSeconds); + } + switch (state) { + case SpringThemeState::Loading: + return; + case SpringThemeState::LoadedShader: + return; + case SpringThemeState::LoadedBunny: + state = SpringThemeState::Idle; + stateTimer = 0.f; + bunnyHopAnimationTimer = 0.f; + break; + case SpringThemeState::Idle: { + bunnyHopAnimationTimer += dtSeconds; + const f32 HOP_FREQUENCY = 6.f; + + if (bunnyHopAnimationTimer > stateTimer) { + state = SpringThemeState::PreHop; + f32 xDir = 1; + f32 yDir = 1; + if (bunnyTarget.x > 0) + xDir = -1; + if (bunnyTarget.z > 0) + yDir = -1; + bunnyTarget = bunnyPosition + Vector3(randomFloatBetween(0, xDir * 25), 0, + randomFloatBetween(0, yDir * 25)); + // Clamp bunnyTarget to within the grass circle (origin=(0,-20), radius=48) + const Vector3 grassCenter(0, 0, -20); + const f32 grassRadius = 48.f; + Vector3 toTarget = bunnyTarget - grassCenter; + toTarget.y = 0; + if (toTarget.length() > grassRadius) { + toTarget = toTarget.normalize() * grassRadius; + bunnyTarget = Vector3(grassCenter.x + toTarget.x, 0, grassCenter.z + toTarget.z); + } + auto direction = (bunnyTarget - bunnyPosition); + auto distance = direction.length(); + direction = direction.normalize(); + numHops = ceil(distance / HOP_FREQUENCY); + hopCount = 0; + + targetRotation = PI - atan2(direction.y, direction.x); + stateTimer = + ((bunnyTarget - bunnyPosition).length() / bunnySpeed) / numHops; + bunnyHopAnimationTimer = 0.f; + hopIncrement = (bunnyTarget - bunnyPosition) / numHops; + } + break; + } + case SpringThemeState::PreHop: { + const f32 ROTATION_TIME = 0.5f; + bunnyHopAnimationTimer += dtSeconds; + f32 current = bunnyRotation + (targetRotation - bunnyRotation) * + (bunnyHopAnimationTimer / ROTATION_TIME); + bunnyMesh.model = Mat4x4().rotate(0, current, 0).translate(bunnyPosition); + + if (bunnyHopAnimationTimer > ROTATION_TIME) { + bunnyRotation = targetRotation; + bunnyHopAnimationTimer = 0; + state = SpringThemeState::Hopping; + } + break; + } + case SpringThemeState::Hopping: { + bunnyHopAnimationTimer += dtSeconds; + f32 t = bunnyHopAnimationTimer / stateTimer; + + Vector3 nextPosition = bunnyPosition + hopIncrement; + auto renderPos = bunnyLerp(bunnyPosition, nextPosition, t); + if ((renderPos - nextPosition).length() < 0.01f) { + hopCount += 1; + bunnyHopAnimationTimer = 0.f; + bunnyPosition = nextPosition; + } + + renderPos.y = verticalHopLerp(0.f, 4.f, t); + + const f32 RMAX = PI / 16.f; + f32 zRotation = 0; + f32 start = 0.f; + f32 end = PI / 8.f; + f32 startTime = 0.f; + f32 endTime = 0.f; + bool disableRot = false; + + if (t >= 0.9f) { + disableRot = true; + } else if (t >= 0.7f) { + start = -RMAX; + end = 0.f; + startTime = 0.7f; + endTime = 0.9f; + } else if (t >= 0.50f) { + start = 0.f; + end = -RMAX; + startTime = 0.50f; + endTime = 0.70f; + } else if (t >= 0.40f) { + disableRot = true; + } else if (t >= 0.20f) { + start = RMAX; + end = 0.f; + startTime = 0.20f; + endTime = 0.40f; + } else { + start = 0.f; + end = RMAX; + startTime = 0.f; + endTime = 0.20f; + } + + if (!disableRot) { + f32 totalTime = endTime - startTime; + zRotation = + rotationLerp(start, end, (totalTime - (endTime - t)) / totalTime); + } + + bunnyMesh.model = Mat4x4() + .getZRotationMatrix(zRotation) + .rotate(0, bunnyRotation, 0) + .translate(renderPos); + if (hopCount == numHops) { + bunnyPosition = bunnyTarget; + bunnyHopAnimationTimer = 0.f; + state = SpringThemeState::Idle; + stateTimer = randomFloatBetween(0.5f, 1.f); + } + break; + } + } +} + +void SpringTheme::render() { + renderer.render(); + + // Draw the 2D gradient background without writing to the depth buffer so + // the 3D content rendered afterwards is unobstructed. + glDepthMask(GL_FALSE); + useShader(renderer2d.shader); + setShaderMat4(renderer2d.uniforms.projection, renderer2d.projection); + background->render(); + glDepthMask(GL_TRUE); + + if (state != SpringThemeState::Loading) { + grassRenderer.render(&renderer); + // Restore the 3D renderer's shader after the grass shader took over + useShader(renderer.shader); + setShaderMat4(renderer.uniforms.projection, renderer.projection); + setShaderMat4(renderer.uniforms.view, renderer.view); + bunnyMesh.render(&renderer); + } +} + +void SpringTheme::unload() { + renderer.unload(); + renderer2d.unload(); + delete background; + bunnyMesh.unload(); + grassRenderer.unload(); +} diff --git a/themes/src/spring/spring_theme.hpp b/themes/src/spring/spring_theme.hpp new file mode 100644 index 0000000..4ee5684 --- /dev/null +++ b/themes/src/spring/spring_theme.hpp @@ -0,0 +1,51 @@ +#ifndef SPRING_THEME_HPP +#define SPRING_THEME_HPP + +#include "../mathlib.h" +#include "../renderer_2d.h" +#include "../renderer_3d.h" +#include "../theme.h" +#include "../types.h" +#include "grass_renderer.hpp" + +class RectangularGradient; + +enum class SpringThemeState { + Loading = 0, + LoadedShader, + LoadedBunny, + PreHop, + Hopping, + Idle +}; + +class SpringTheme : public Theme { +public: + SpringTheme(WebglContext *); + ~SpringTheme(); + Renderer3d renderer; + SpringThemeState state; + f32 bunnySpeed = 5.f; + Vector3 bunnyPosition = Vector3(0, 0, 0); + Vector3 bunnyTarget = Vector3(0, 0, 0); + Vector3 hopIncrement = Vector3(0, 0, 0); + + f32 numHops = 0; + f32 hopCount = 0; + f32 bunnyHopAnimationTimer = 0.f; + f32 stateTimer = 0.f; + f32 bunnyRotation = 0.f; + f32 targetRotation = 0.f; + + Mesh3d bunnyMesh; + GrassRenderer grassRenderer; + Renderer2d renderer2d; + RectangularGradient *background; + + void load(WebglContext *); + void update(f32 dtSeconds); + void render(); + void unload(); +}; + +#endif diff --git a/themes/src/summer/SummerTheme.cpp b/themes/src/summer/summer_theme.cpp index 1f76b56..6d2cfec 100644 --- a/themes/src/summer/SummerTheme.cpp +++ b/themes/src/summer/summer_theme.cpp @@ -1,5 +1,5 @@ -#include "SummerTheme.h" -#include "../Renderer2d.h" +#include "summer_theme.h" +#include "../renderer_2d.h" #include "../list.h" #include "../mathlib.h" #include "../shaders/sun_frag.h" @@ -59,19 +59,23 @@ void Sun::load(Renderer2d* renderer) { indices.add(second); indices.add(third); } - + mesh.load(&vertices.data[0], vertices.numElements, &indices.data[0], indices.numElements, renderer); mesh.model = Mat4x4().translateByVec2(Vector2(renderer->context->width / 2.f, renderer->context->height / 2.f)); + + timeUniform = getShaderUniform(renderer->shader, "time"); + vertices.deallocate(); indices.deallocate(); } void Sun::update(f32 dtSeconds) { - + elapsedTime += dtSeconds; } void Sun::render(Renderer2d* renderer) { setShaderMat4(renderer->uniforms.model, mesh.model); + glUniform1f(timeUniform, elapsedTime); glBindVertexArray(mesh.vao); glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0); glBindVertexArray(0); diff --git a/themes/src/summer/SummerTheme.h b/themes/src/summer/summer_theme.h index 2ce6b7f..eb404fd 100644 --- a/themes/src/summer/SummerTheme.h +++ b/themes/src/summer/summer_theme.h @@ -1,6 +1,6 @@ #pragma once #include "../types.h" -#include "../Renderer2d.h" +#include "../renderer_2d.h" #include "../theme.h" #include <vector> @@ -8,6 +8,8 @@ struct Sun { f32 radius = 20.f; i32 sectors = 180; Mesh2D mesh; + f32 elapsedTime = 0.f; + i32 timeUniform = -1; void load(Renderer2d* renderer); void update(f32 dtSeconds); diff --git a/themes/src/webgl_context.cpp b/themes/src/webgl_context.cpp new file mode 100644 index 0000000..cba4b8c --- /dev/null +++ b/themes/src/webgl_context.cpp @@ -0,0 +1,46 @@ +#include "webgl_context.h" +#include <cstdio> + +EM_BOOL onResize(int eventType, const EmscriptenUiEvent *uiEvent, + void *userData) { + WebglContext *context = (WebglContext *)userData; + + f64 inWidth, inHeight; + emscripten_get_element_css_size(context->query, &inWidth, &inHeight); + + context->width = static_cast<f32>(inWidth); + context->height = static_cast<f32>(inHeight); + emscripten_set_canvas_element_size(context->query, context->width, context->height); + + return true; +} + +void WebglContext::init(const char *inQuery) { + strcpy(query, inQuery); + f64 inWidth, inHeight; + emscripten_get_element_css_size(query, &inWidth, &inHeight); + width = static_cast<f32>(inWidth); + height = static_cast<f32>(inHeight); + emscripten_set_canvas_element_size(query, width, height); + + EmscriptenWebGLContextAttributes attrs; + emscripten_webgl_init_context_attributes(&attrs); + + attrs.enableExtensionsByDefault = 1; + attrs.majorVersion = 3; + attrs.minorVersion = 0; + + context = emscripten_webgl_create_context(query, &attrs); + makeCurrentContext(); + + glClearColor(0, 0, 0, 0.0f); + + emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, this, false, + onResize); +}; + +void WebglContext::makeCurrentContext() { + emscripten_webgl_make_context_current(context); +}; + +void WebglContext::destroy() { emscripten_webgl_destroy_context(context); } diff --git a/themes/src/WebglContext.h b/themes/src/webgl_context.h index 1956092..1956092 100644 --- a/themes/src/WebglContext.h +++ b/themes/src/webgl_context.h diff --git a/themes/src/winter/Snowflake.cpp b/themes/src/winter/Snowflake.cpp deleted file mode 100644 index 57f1a8f..0000000 --- a/themes/src/winter/Snowflake.cpp +++ /dev/null @@ -1,189 +0,0 @@ -#include "Snowflake.h" -#include "../Renderer2d.h" -#include "../mathlib.h" -#include "../list.h" -#include <cstdio> - -/* - - What else to do? - - - Windstream that blows a certain selection of snowflakes in a loop-dee-loop pattern - - Snowflakes that land on the ground and melt - - Snowflakes that spin along the Y-axis for a three dimensional effect - - */ - -const Vector4 snowColor = Vector4(1.0, 0.98, 0.98, 1); -const Vector2 NUM_ARMS_RANGE = Vector2(6.f, 8.f); -const Vector2 RADIUS_RANGE = Vector2(8.f, 32.f); -const Vector2 VELOCITY_RANGE_X = Vector2(-10.f, 10.f); -const Vector2 VELOCITY_RANGE_Y = Vector2(-100.f, -85.f); -const Vector2 ROTATION_VELOCITY_RANGE = Vector2(-PI / 8.f, PI / 8.f); -const Vector2 WIND_VELOCITY_RANGE_X = Vector2(-3.f, 3.f); -const Vector2 WIND_VELOCITY_RANGE_Y = Vector2(3.f, 10.f); -const f32 GRAVITY = 5.f; - -inline void generateSnowflakeArm(f32 width, f32 height, f32 angle, matte::List<Vertex2D>* vertices, Mat4x4 transform = Mat4x4()) { - f32 halfWidth = width / 2.f; - Vector2 leftStart = transform * Vector2(-halfWidth, 0).rotate(angle); - Vector2 leftEnd = transform * Vector2(-halfWidth, height).rotate(angle); - Vector2 rightStart = transform * Vector2(halfWidth, 0).rotate(angle); - Vector2 rightEnd = transform * Vector2(halfWidth, height).rotate(angle); - - vertices->add({ leftStart, snowColor, Mat4x4() }); - vertices->add({ leftEnd, snowColor, Mat4x4() }); - vertices->add({ rightEnd, snowColor, Mat4x4() }); - vertices->add({ leftStart, snowColor, Mat4x4() }); - vertices->add({ rightEnd, snowColor, Mat4x4() }); - vertices->add({ rightStart, snowColor, Mat4x4() }); -} - -/** - Fills in the vertices array vertices that represent a snowflake shape. The snowflake shape consists - of numArms jutting out of the center radially. The center of the flake is connected. The radius is - used to determine the length of the arms. The first third of each arm is barren, after which branches - extends on either side of the arm at an angle of about 60 degrees. Each branch can itself have tiny - sub branches jutting out of it, but these should be not nearly as large as the regular branches. - - With all of this in mind, we should be able to build a convincing snowflake. - - :param vertices List of vertices to be filled in - :param numArms Number of arms radially sticking out of the snowflake - :param radius Length of the snowflake arms - */ -inline void generateSnowflakeShape(matte::List<Vertex2D>* vertices, i32 numArms, f32 radius, f32 armWidthRatio = 0.08f) { - f32 innerRadius = 0; - f32 outerRadius = 2 * radius; - f32 dx = ((2 * PI) / numArms); - for (i32 armIndex = 0; armIndex < numArms; armIndex++) { - f32 armAngle = dx * armIndex; - generateSnowflakeArm(armWidthRatio * radius, radius, armAngle, vertices); - f32 armLeftAngle = DEG_TO_RAD(60.f); - f32 armRightAngle = DEG_TO_RAD(-60.f); - - const i32 NUM_SUB_ARMS = 4; - for (i32 subArmIndex = 0; subArmIndex < NUM_SUB_ARMS; subArmIndex++) { - f32 height = (radius / static_cast<f32>(subArmIndex)); - f32 width = (armWidthRatio / (subArmIndex + 1)) * height; - f32 transY = (radius / (NUM_SUB_ARMS + 1)) * (subArmIndex + 1); - Vector2 translation = Vector2(0, transY).rotate(armAngle); - generateSnowflakeArm(width, height, armAngle, vertices, Mat4x4().translateByVec2(translation).rotate2D(armLeftAngle)); - generateSnowflakeArm(width, height, armAngle, vertices, Mat4x4().translateByVec2(translation).rotate2D(armRightAngle)); - } - } -} - -inline void initFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud) { - ud->radius = randomFloatBetween(RADIUS_RANGE.x, RADIUS_RANGE.y); - ud->vtxIdx = renderer->vertices.numElements; - generateSnowflakeShape(&renderer->vertices, - randomFloatBetween(NUM_ARMS_RANGE.x, NUM_ARMS_RANGE.y), - ud->radius); - - ud->numVertices = renderer->vertices.numElements - ud->vtxIdx; - ud->velocity = Vector2(randomFloatBetween(VELOCITY_RANGE_X.x, VELOCITY_RANGE_X.y), randomFloatBetween(VELOCITY_RANGE_Y.x, VELOCITY_RANGE_Y.y)); - ud->position = Vector2(randomFloatBetween(0, renderer->xMax), randomFloatBetween(renderer->yMax, 4 * renderer->yMax)); - ud->rotateVelocity = randomFloatBetween(ROTATION_VELOCITY_RANGE.x, ROTATION_VELOCITY_RANGE.y); -} - -void SnowflakeParticleRenderer::load(SnowflakeLoadParameters params, Renderer2d* renderer) { - numSnowflakes = params.numSnowflakes; - - updateData = new SnowflakeUpdateData[params.numSnowflakes]; - - xMax = static_cast<f32>(renderer->context->width); - yMax = static_cast<f32>(renderer->context->height); - - vertices.deallocate(); - vertices.growDynamically = true; - - // Initialize each snow flake with its shape - for (i32 s = 0; s < numSnowflakes; s++) { - auto ud = &updateData[s]; - initFlake(this, ud); - } - - useShader(renderer->shader); - - glGenVertexArrays(1, &vao); - glBindVertexArray(vao); - - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, vertices.numElements * sizeof(Vertex2D), &vertices.data[0], GL_DYNAMIC_DRAW); - - glEnableVertexAttribArray(renderer->attributes.position); - glVertexAttribPointer(renderer->attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)0); - - glEnableVertexAttribArray(renderer->attributes.color); - glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)offsetof(Vertex2D, color)); - - for (i32 idx = 0; idx < 4; idx++) { - i32 offset = (4 * sizeof(f32)) * idx; - glEnableVertexAttribArray(renderer->attributes.vMatrix + idx); - glVertexAttribPointer(renderer->attributes.vMatrix + idx, - 4, - GL_FLOAT, - GL_FALSE, - sizeof(Vertex2D), - (GLvoid *)(offsetof(Vertex2D, vMatrix) + offset)); - } - - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindVertexArray(0); -} - -inline void resetFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud) { - ud->position.y = 2 * renderer->yMax; - ud->velocity = Vector2(randomFloatBetween(-10, 10), randomFloatBetween(-100, -85)); - ud->rotation = 0; -} - -inline void updateFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud, i32 s, f32 dtSeconds) { - ud->velocity = ud->velocity + Vector2(0, -(GRAVITY * dtSeconds)); - //if (addWind) ud->velocity += renderer->windSpeed; - ud->position += ud->velocity * dtSeconds; - ud->rotation += ud->rotateVelocity * dtSeconds; - - Mat4x4 m = Mat4x4().translateByVec2(ud->position).rotate2D(ud->rotation); - for (i32 v = ud->vtxIdx; v < (ud->vtxIdx + ud->numVertices); v++) { - renderer->vertices.data[v].vMatrix = m; - } - - if (ud->position.y <= -ud->radius) { - resetFlake(renderer, ud); - } -} - -void SnowflakeParticleRenderer::update(f32 dtSeconds) { - timeUntilNextWindSeconds -= dtSeconds; - if (timeUntilNextWindSeconds < 0) { - timeUntilNextWindSeconds = randomFloatBetween(2.5f, 10.f); - } - - for (i32 s = 0; s < numSnowflakes; s++) { - SnowflakeUpdateData* ud = &updateData[s]; - updateFlake(this, ud, s, dtSeconds); - } -} - -void SnowflakeParticleRenderer::render(Renderer2d* renderer) { - setShaderMat4(renderer->uniforms.model, model); - - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.numElements * sizeof(Vertex2D), &vertices.data[0]); - - glBindVertexArray(vao); - glDrawArrays(GL_TRIANGLES, 0, vertices.numElements); - glBindVertexArray(0); -} - -void SnowflakeParticleRenderer::unload() { - glDeleteVertexArrays(1, &vao); - glDeleteBuffers(1, &vbo); - vao = 0; - vbo = 0; - vertices.deallocate(); - delete [] updateData; -} diff --git a/themes/src/winter/snowflake.cpp b/themes/src/winter/snowflake.cpp new file mode 100644 index 0000000..26b6549 --- /dev/null +++ b/themes/src/winter/snowflake.cpp @@ -0,0 +1,185 @@ +#include "snowflake.h" +#include "../renderer_2d.h" +#include "../mathlib.h" +#include "../list.h" +#include "../shader.h" +#include "../shaders/snowflake_vert.h" +#include "../shaders/snowflake_frag.h" +#include <cstdio> + +/* + + What else to do? + + - Windstream that blows a certain selection of snowflakes in a loop-dee-loop pattern + - Snowflakes that land on the ground and melt + - Snowflakes that spin along the Y-axis for a three dimensional effect + + */ + +const Vector2 SCALE_RANGE = Vector2(16.f, 48.f); +const Vector2 VELOCITY_RANGE_X = Vector2(-10.f, 10.f); +const Vector2 VELOCITY_RANGE_Y = Vector2(-100.f, -85.f); +const Vector2 ROTATION_VELOCITY_RANGE = Vector2(-PI / 8.f, PI / 8.f); +const Vector2 WIND_VELOCITY_RANGE_X = Vector2(-3.f, 3.f); +const Vector2 WIND_VELOCITY_RANGE_Y = Vector2(3.f, 10.f); +const f32 GRAVITY = 5.f; + +inline void initFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud) { + ud->scale = randomFloatBetween(SCALE_RANGE.x, SCALE_RANGE.y); + ud->seed = randomFloatBetween(0.f, 1000.f); + + // Scale velocity based on star size - larger stars fall faster + f32 sizeRatio = (ud->scale - SCALE_RANGE.x) / (SCALE_RANGE.y - SCALE_RANGE.x); + f32 velocityY = VELOCITY_RANGE_Y.x + (VELOCITY_RANGE_Y.y - VELOCITY_RANGE_Y.x) * (0.5f + sizeRatio * 0.5f); + + ud->velocity = Vector2(randomFloatBetween(VELOCITY_RANGE_X.x, VELOCITY_RANGE_X.y), velocityY); + ud->position = Vector2(randomFloatBetween(0, renderer->xMax), randomFloatBetween(renderer->yMax, 4 * renderer->yMax)); + ud->rotateVelocity = randomFloatBetween(ROTATION_VELOCITY_RANGE.x, ROTATION_VELOCITY_RANGE.y); + ud->rotation = 0.f; +} + +void SnowflakeParticleRenderer::load(SnowflakeLoadParameters params, Renderer2d* renderer) { + numSnowflakes = params.numSnowflakes; + updateData = new SnowflakeUpdateData[params.numSnowflakes]; + + xMax = static_cast<f32>(renderer->context->width); + yMax = static_cast<f32>(renderer->context->height); + + // Initialize each snowflake + for (i32 s = 0; s < numSnowflakes; s++) { + auto ud = &updateData[s]; + initFlake(this, ud); + } + + // Load custom snowflake shader + shader = loadShader(shader_snowflake_vert, shader_snowflake_frag); + useShader(shader); + + // Get attribute and uniform locations + attributes.position = getShaderAttribute(shader, "position"); + attributes.instancePos = getShaderAttribute(shader, "instancePos"); + attributes.instanceRot = getShaderAttribute(shader, "instanceRot"); + attributes.instanceScale = getShaderAttribute(shader, "instanceScale"); + attributes.instanceSeed = getShaderAttribute(shader, "instanceSeed"); + uniforms.projection = getShaderUniform(shader, "projection"); + uniforms.model = getShaderUniform(shader, "model"); + + // Create base quad geometry (just a square from -1 to 1) + Vector2 quadVertices[] = { + Vector2(-1.0f, -1.0f), + Vector2( 1.0f, -1.0f), + Vector2( 1.0f, 1.0f), + Vector2(-1.0f, -1.0f), + Vector2( 1.0f, 1.0f), + Vector2(-1.0f, 1.0f) + }; + + // Setup VAO + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + + // Create and setup quad VBO (static geometry) + glGenBuffers(1, &quadVbo); + glBindBuffer(GL_ARRAY_BUFFER, quadVbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(attributes.position); + glVertexAttribPointer(attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (GLvoid*)0); + + // Create instance VBO (dynamic data) + glGenBuffers(1, &instanceVbo); + glBindBuffer(GL_ARRAY_BUFFER, instanceVbo); + glBufferData(GL_ARRAY_BUFFER, numSnowflakes * sizeof(SnowflakeInstanceData), NULL, GL_DYNAMIC_DRAW); + + // Setup instance attributes + glEnableVertexAttribArray(attributes.instancePos); + glVertexAttribPointer(attributes.instancePos, 2, GL_FLOAT, GL_FALSE, sizeof(SnowflakeInstanceData), (GLvoid*)offsetof(SnowflakeInstanceData, position)); + glVertexAttribDivisor(attributes.instancePos, 1); + + glEnableVertexAttribArray(attributes.instanceRot); + glVertexAttribPointer(attributes.instanceRot, 1, GL_FLOAT, GL_FALSE, sizeof(SnowflakeInstanceData), (GLvoid*)offsetof(SnowflakeInstanceData, rotation)); + glVertexAttribDivisor(attributes.instanceRot, 1); + + glEnableVertexAttribArray(attributes.instanceScale); + glVertexAttribPointer(attributes.instanceScale, 1, GL_FLOAT, GL_FALSE, sizeof(SnowflakeInstanceData), (GLvoid*)offsetof(SnowflakeInstanceData, scale)); + glVertexAttribDivisor(attributes.instanceScale, 1); + + glEnableVertexAttribArray(attributes.instanceSeed); + glVertexAttribPointer(attributes.instanceSeed, 1, GL_FLOAT, GL_FALSE, sizeof(SnowflakeInstanceData), (GLvoid*)offsetof(SnowflakeInstanceData, seed)); + glVertexAttribDivisor(attributes.instanceSeed, 1); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); +} + +inline void resetFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud) { + ud->position.y = 2 * renderer->yMax; + + // Scale velocity based on star size - larger stars fall faster + f32 sizeRatio = (ud->scale - SCALE_RANGE.x) / (SCALE_RANGE.y - SCALE_RANGE.x); + f32 velocityY = VELOCITY_RANGE_Y.x + (VELOCITY_RANGE_Y.y - VELOCITY_RANGE_Y.x) * (0.5f + sizeRatio * 0.5f); + + ud->velocity = Vector2(randomFloatBetween(VELOCITY_RANGE_X.x, VELOCITY_RANGE_X.y), velocityY); + ud->rotation = 0; +} + +inline void updateFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud, i32 s, f32 dtSeconds) { + ud->velocity = ud->velocity + Vector2(0, -(GRAVITY * dtSeconds)); + //if (addWind) ud->velocity += renderer->windSpeed; + ud->position += ud->velocity * dtSeconds; + ud->rotation += ud->rotateVelocity * dtSeconds; + + if (ud->position.y <= -ud->scale) { + resetFlake(renderer, ud); + } +} + +void SnowflakeParticleRenderer::update(f32 dtSeconds) { + timeUntilNextWindSeconds -= dtSeconds; + if (timeUntilNextWindSeconds < 0) { + timeUntilNextWindSeconds = randomFloatBetween(2.5f, 10.f); + } + + for (i32 s = 0; s < numSnowflakes; s++) { + SnowflakeUpdateData* ud = &updateData[s]; + updateFlake(this, ud, s, dtSeconds); + } +} + +void SnowflakeParticleRenderer::render(Renderer2d* renderer) { + useShader(shader); + setShaderMat4(uniforms.projection, renderer->projection); + setShaderMat4(uniforms.model, model); + + // Prepare instance data + SnowflakeInstanceData* instanceData = new SnowflakeInstanceData[numSnowflakes]; + for (i32 s = 0; s < numSnowflakes; s++) { + instanceData[s].position = updateData[s].position; + instanceData[s].rotation = updateData[s].rotation; + instanceData[s].scale = updateData[s].scale; + instanceData[s].seed = updateData[s].seed; + } + + // Upload instance data + glBindBuffer(GL_ARRAY_BUFFER, instanceVbo); + glBufferSubData(GL_ARRAY_BUFFER, 0, numSnowflakes * sizeof(SnowflakeInstanceData), instanceData); + + // Draw instanced + glBindVertexArray(vao); + glDrawArraysInstanced(GL_TRIANGLES, 0, 6, numSnowflakes); + glBindVertexArray(0); + + delete[] instanceData; +} + +void SnowflakeParticleRenderer::unload() { + glDeleteVertexArrays(1, &vao); + glDeleteBuffers(1, &quadVbo); + glDeleteBuffers(1, &instanceVbo); + glDeleteProgram(shader); + vao = 0; + quadVbo = 0; + instanceVbo = 0; + shader = 0; + delete[] updateData; +} diff --git a/themes/src/winter/Snowflake.h b/themes/src/winter/snowflake.h index ad027f6..e4118f6 100644 --- a/themes/src/winter/Snowflake.h +++ b/themes/src/winter/snowflake.h @@ -4,7 +4,7 @@ #include "../types.h" #include "../mathlib.h" #include "../list.h" -#include "Windfield.hpp" +#include "windfield.hpp" struct Renderer2d; struct Vertex2D; @@ -14,15 +14,20 @@ struct SnowflakeLoadParameters { f32 windIntervalSeconds = 1.5f; }; +struct SnowflakeInstanceData { + Vector2 position; + f32 rotation; + f32 scale; + f32 seed; +}; + struct SnowflakeUpdateData { Vector2 velocity; Vector2 position; f32 rotateVelocity = 0.f; f32 rotation = 0; - f32 radius; - - i32 vtxIdx = 0; - i32 numVertices = 0; + f32 scale; + f32 seed; }; struct SnowflakeParticleRenderer { @@ -35,10 +40,24 @@ struct SnowflakeParticleRenderer { SnowflakeUpdateData* updateData; u32 vao; - u32 vbo; + u32 quadVbo; // Base quad geometry + u32 instanceVbo; // Instance data (position, rotation, scale, seed) + u32 shader; // Custom snowflake shader Mat4x4 model; - matte::List<Vertex2D> vertices; - + + struct { + i32 position; + i32 instancePos; + i32 instanceRot; + i32 instanceScale; + i32 instanceSeed; + } attributes; + + struct { + i32 projection; + i32 model; + } uniforms; + void load(SnowflakeLoadParameters params, Renderer2d* renderer); void update(f32 dtSeconds); void render(Renderer2d* renderer); diff --git a/themes/src/winter/Windfield.cpp b/themes/src/winter/windfield.cpp index 88fb74b..f6c3be3 100644 --- a/themes/src/winter/Windfield.cpp +++ b/themes/src/winter/windfield.cpp @@ -1,4 +1,4 @@ -#include "Windfield.hpp" +#include "windfield.hpp" template <i32 Width, i32 Height, i32 CellDimension> diff --git a/themes/src/winter/Windfield.hpp b/themes/src/winter/windfield.hpp index 5bf0c38..5bf0c38 100644 --- a/themes/src/winter/Windfield.hpp +++ b/themes/src/winter/windfield.hpp diff --git a/themes/src/winter/WinterTheme.cpp b/themes/src/winter/winter_theme.cpp index 052670e..a628f18 100644 --- a/themes/src/winter/WinterTheme.cpp +++ b/themes/src/winter/winter_theme.cpp @@ -1,5 +1,5 @@ -#include "WinterTheme.hpp" -#include "../Renderer2d.h" +#include "winter_theme.hpp" +#include "../renderer_2d.h" WinterTheme::WinterTheme(WebglContext* context) { diff --git a/themes/src/winter/WinterTheme.hpp b/themes/src/winter/winter_theme.hpp index 5ba6d94..d1c3e05 100644 --- a/themes/src/winter/WinterTheme.hpp +++ b/themes/src/winter/winter_theme.hpp @@ -1,10 +1,10 @@ #ifndef WINTER_THEME_HPP #define WINTER_THEME_HPP -#include "Snowflake.h" +#include "snowflake.h" #include "../types.h" #include "../theme.h" -#include "../Renderer2d.h" +#include "../renderer_2d.h" struct WebglContext; @@ -1 +1 @@ -rsync -a ./ root@matthewkosarek.xyz:/var/www/matthewkosarek +rsync -a ./dist/ root@matthewkosarek.xyz:/var/www/matthewkosarek |
