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25">View Raw</a> 25">View Raw</a>
26 <div class="separator"></div> 26 <div class="separator"></div>
27 <div class="date"> 27 <div class="date">
28 23/03 — 2021 28 25/03 — 2021
29 <div class="stats"> 29 <div class="stats">
30 <span class="stats-number"> 30 <span class="stats-number">
31 65.93 31 70.32
32 </span> 32 </span>
33 <span class="stats-unit">cm</span> 33 <span class="stats-unit">cm</span>
34 &nbsp 34 &nbsp
35 <span class="stats-number"> 35 <span class="stats-number">
36 5.7 36 6.2
37 </span> 37 </span>
38 <span class="stats-unit">min</span> 38 <span class="stats-unit">min</span>
39 </div> 39 </div>
@@ -43,6 +43,11 @@
43 </h1> 43 </h1>
44 <div class="post-text"> 44 <div class="post-text">
45 <p>I have been working on an editor for the <a href="https://git.peppe.rs/graphics/obi/about">One Bit Image</a> file format in Rust and SDL2. This entry in my blog follows my progress on the editor. The days are listed in reverse chronological order, begin from the bottom, if this is your first time on this page.</p> 45 <p>I have been working on an editor for the <a href="https://git.peppe.rs/graphics/obi/about">One Bit Image</a> file format in Rust and SDL2. This entry in my blog follows my progress on the editor. The days are listed in reverse chronological order, begin from the bottom, if this is your first time on this page.</p>
46<h3 id="day-13">Day 13</h3>
47<p>I added a few more forms to the <code>lisp</code> evaluator. It handles recursion, definitions, variable mutation and more. The prelude contains 20 subroutines so far, including comparision and logic operators. The REPL interface on the SDL side requires some UX tweaks; environment based completion, readline motions sound doable.</p>
48<figure>
49<video src="https://u.peppe.rs/u3.mp4" controls=""><a href="https://u.peppe.rs/u3.mp4">Day 13</a></video><figcaption aria-hidden="true">Day 13</figcaption>
50</figure>
46<h3 id="day-12">Day 12</h3> 51<h3 id="day-12">Day 12</h3>
47<p>I lifted most of <a href="https://github.com/murarth/ketos">murarth/ketos</a> into the editor. <code>ketos</code>’s implementation of <code>lisp</code> is too vast for my use case. For example, the editor does not need data types to handle raw strings or byte strings. I have got a basic evaluator running inside the SDL2 context (notice the <code>lisp</code> REPL at the bottom of the window). Over the following days, I intend to create a set of prelude functions to manipulate the pixmap. Users can implement their own brushes, dithering patterns, keybinds and more (hopefully).</p> 52<p>I lifted most of <a href="https://github.com/murarth/ketos">murarth/ketos</a> into the editor. <code>ketos</code>’s implementation of <code>lisp</code> is too vast for my use case. For example, the editor does not need data types to handle raw strings or byte strings. I have got a basic evaluator running inside the SDL2 context (notice the <code>lisp</code> REPL at the bottom of the window). Over the following days, I intend to create a set of prelude functions to manipulate the pixmap. Users can implement their own brushes, dithering patterns, keybinds and more (hopefully).</p>
48<figure> 53<figure>