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authorCliff Click <cliffc@acm.org>2026-08-10 11:11:18 -0700
committerCliff Click <cliffc@acm.org>2026-11-14 16:23:39 -0800
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parent259f60b105eb770bc6f7e3bd36d91f2b217e9315 (diff)
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Chapter 31: Software Drawing, Time, and Graphical Gameslinear
Co-authored-by: Hsiang-Ying Fu <66062782+fuhsnn@users.noreply.github.com> Co-authored-by: fuhsnn <66062782+fuhsnn@users.noreply.github.com> Co-authored-by: Symious <14933944+symious@users.noreply.github.com> Co-authored-by: Jun Kawasaki <jun784@gmail.com> Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
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+// Software raster drawing. No window or native calls; pixels are packed RGB (0x00RRGGBB).
+u32 BLACK = 0x000000;
+u32 WHITE = 0xffffff;
+u32 RED = 0xff0000;
+u32 GREEN = 0x00ff00;
+u32 BLUE = 0x0000ff;
+
+// Components are clamped to bytes rather than wrapping.
+val rgb = { int r, int g, int b ->
+ r = r < 0 ? 0 : r > 255 ? 255 : r;
+ g = g < 0 ? 0 : g > 255 ? 255 : g;
+ b = b < 0 ? 0 : b > 255 ? 255 : b;
+ u32 color = (r<<16) | (g<<8) | b;
+ return color;
+};
+
+val Canvas = Canvas; // Pixel canvas and drawing methods
+val Button = Button; // Pointer state and rendering for a rectangular button