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const FONT_WIDTH = 8   # glyph width in pixels
const FONT_HEIGHT = 16 # glyph height in pixels (8x16 vga bitmap font)

# base16 from lung
const BASE00 = 0x101010  # background
const BASE03 = 0x505050  # bright black
const BASE05 = 0xd0d0d0  # default foreground
const BASE07 = 0xfafafa  # bright white
const BASE08 = 0xab4642  # red
const BASE09 = 0xdc9656  # orange
const BASE0A = 0xf7ca88  # yellow
const BASE0B = 0xa1b56c  # green
const BASE0C = 0x86c1b9  # cyan
const BASE0D = 0x7cafc2  # blue
const BASE0E = 0xba8baf  # magenta
const FG_COLOR = BASE05
const BG_COLOR = BASE00
const CURSOR_COLOR = BASE0B

global wd = { path = "/" }
global shell_status = { code = 0 }

global prompt = fn() do
  let mid = ""
  unless (shell_status.code == 0) do mid = "\x1b[31m#{shell_status.code} " end
  return "\x1b[33m#{wd.path} #{mid}\x1b[97m$\x1b[0m "
end

fn parse_int(text) do
  let value = 0
  for index in 0..text:len() do
    const digit = text[index]:ascii()
    if (digit >= 48 and digit <= 57) do value = value * 10 + (digit - 48) end
  end
  return value
end

fn sgr_color(code, current) do
  if (code == 0 or code == 39) return BASE05
  if code == 30 return BASE00
  if code == 90 return BASE03
  if (code == 31 or code == 91) return BASE08
  if (code == 32 or code == 92) return BASE0B
  if (code == 33 or code == 93) return BASE0A
  if (code == 34 or code == 94) return BASE0D
  if (code == 35 or code == 95) return BASE0E
  if (code == 36 or code == 96) return BASE0C
  if code == 37 return BASE05
  if code == 97 return BASE07
  return current
end

# runtime font bs
fn embolden(byte, row) do return (byte bor (byte shl 1)) band 0xFF end
fn slant(byte, row) do return (byte shl ((FONT_HEIGHT - 1 - row) shr 2)) band 0xFF end

fn remap_glyphs(transform) do
  let out = {}
  for glyph_index in 0..FONT:len() do
    const glyph = FONT[glyph_index]
    let rows = {}
    for row_index in 0..FONT_HEIGHT do rows:push(transform(glyph[row_index], row_index)) end
    out:push(rows)
  end
  return out
end

global reverse8 = fn(byte) do
  let out = 0
  for bit in 0..8 do
    if (byte shr bit) band 1 == 1 do out = out bor (1 shl (7 - bit)) end
  end
  return out
end

global fonts = {}
global add_font = fn(name, glyphs, width, height, kind, path, size) do
  for index in 0..fonts:len() do
    if fonts[index].name == name do
      fonts[index].glyphs = glyphs
      fonts[index].width = width
      fonts[index].height = height
      fonts[index].kind = kind
      fonts[index].path = path
      fonts[index].size = size
      return :nil
    end
  end
  fonts:push({ name = name, glyphs = glyphs, width = width, height = height, kind = kind, path = path, size = size })
end
global find_font = fn(name) do
  for index in 0..fonts:len() do
    if fonts[index].name == name return fonts[index]
  end
  return :nil
end

add_font("vga", FONT, FONT_WIDTH, FONT_HEIGHT, :bitmap, :nil, 0)
add_font("bold", remap_glyphs(embolden), FONT_WIDTH, FONT_HEIGHT, :bitmap, :nil, 0)
add_font("italic", remap_glyphs(slant), FONT_WIDTH, FONT_HEIGHT, :bitmap, :nil, 0)
add_font("bolditalic", remap_glyphs(fn(byte, row) do return slant(embolden(byte, row), row) end), FONT_WIDTH, FONT_HEIGHT, :bitmap, :nil, 0)

global console = {
  column = 0,
  row = 0,
  scale = 1,

  shown = :false,
  cursor_x = 0,
  cursor_y = 0,
  blink = 0,

  font = FONT,
  font_width = FONT_WIDTH,
  font_height = FONT_HEIGHT,
  font_entry = find_font("vga"),

  fg = FG_COLOR,
  ansi = 0,
  ansi_param = "",

  # this is now font dependent
  cell_width = fn(self) self.font_width * self.scale,
  cell_height = fn(self) self.font_height * self.scale,
  columns = fn(self) fb_width() / self:cell_width(),
  rows = fn(self) fb_height() / self:cell_height(),

  set_font = fn(self, entry) do
    self.font = entry.glyphs
    self.font_width = entry.width
    self.font_height = entry.height
    self.font_entry = entry
    # a ttf renders at its true pixel size so we js bitmap zoom scale
    if entry.kind == :ttf do self.scale = 1 end
    self:clear()
  end,

  draw_glyph = fn(self, column, row, character) do
    const origin_x = column * self:cell_width()
    const origin_y = row * self:cell_height()
    fill_rect(origin_x, origin_y, self:cell_width(), self:cell_height(), BG_COLOR) # clear the cell
    const code = character:ascii()
    if code < 32 return :nil
    if code > 127 return :nil
    const glyph = self.font[code - 32]
    for glyph_row in 0..self.font_height do
      const bits = glyph[glyph_row]
      for glyph_col in 0..self.font_width do
        if (bits shr glyph_col) band 1 == 1 fill_rect(origin_x + glyph_col * self.scale, origin_y + glyph_row * self.scale, self.scale, self.scale, self.fg)
      end
    end
  end,

  newline = fn(self) do
    self.column = 0
    self.row += 1
    if self.row >= self:rows() do
      fb_scroll(self:cell_height(), BG_COLOR)
      self.row = self:rows() - 1
    end
  end,

  # we dont do shift/cntrl, thats a job for future me lmao
  # NOTE: future me kinda delt with it, i was mad drunk
  apply_sgr = fn(self, param) do
    if param:len() == 0 do self.fg = BASE05 return :nil end
    const parts = param:split(";")
    for index in 0..parts:len() do self.fg = sgr_color(parse_int(parts[index]), self.fg) end
  end,

  putc = fn(self, character) do
    const code = character:ascii()
    if self.ansi == 1 do
      if code == 91 do self.ansi = 2 self.ansi_param = "" end
      else do self.ansi = 0 end
      return :nil
    end
    if self.ansi == 2 do
      if (code >= 48 and code <= 57) or code == 59 do self.ansi_param = self.ansi_param ~ character return :nil end
      if code == 109 do self:apply_sgr(self.ansi_param) end
      self.ansi = 0
      return :nil
    end
    if code == 27 do self.ansi = 1 return :nil end  # ESC, start a sequence
    if code == 10 do self:newline() return :nil end # \n
    if code == 13 do self.column = 0 return :nil end # \r
    if code == 8 do                                  # backspace: move left
      if self.column > 0 self.column -= 1
      return :nil
    end
    if code < 32 return :nil
    self:draw_glyph(self.column, self.row, character)
    self.column += 1
    if self.column >= self:columns() self:newline()
  end,

  clear = fn(self) do
    fill_rect(0, 0, fb_width(), fb_height(), BG_COLOR)
    self.column = 0
    self.row = 0
  end,

  cursor_clear = fn(self) do
    if self.shown do
      fill_rect(self.cursor_x * self:cell_width(), self.cursor_y * self:cell_height(), self:cell_width(), self:cell_height(), BG_COLOR)
      self.shown = :false
    end
  end,

  cursor_show = fn(self) do
    self.cursor_x = self.column
    self.cursor_y = self.row
    fill_rect(self.cursor_x * self:cell_width(), self.cursor_y * self:cell_height(), self:cell_width(), self:cell_height(), CURSOR_COLOR)
    self.shown = :true
  end,

  # render every byte the serial mirror has buffered
  drain = fn(self) do
    let byte = serial_next()
    while byte >= 0 do self:putc(string.of_ascii(byte)) byte = serial_next() end
  end,
}

global puts = fn(text) serial_puts(text)

global fail = fn(message) do
  puts(message)
  shell_status.code = 1
end

global flush_console = fn() do
  console:cursor_clear()
  console:drain()
  console.blink = 0
  console:cursor_show()
end

global on_tick = fn(ticks) do
  let byte = serial_next()
  if byte >= 0 do
    console:cursor_clear()
    console:putc(string.of_ascii(byte))
    console:drain()
    console.blink = 0
    console:cursor_show()
    return :nil
  end
  if proc_exited() do
    console:cursor_clear()
    puts(prompt())
    console:drain()
    console.blink = 0
    console:cursor_show()
    return :nil
  end
  console.blink += 1
  if console.blink >= 50 do
    console.blink = 0
    if console.shown console:cursor_clear() else console:cursor_show()
  end
end