Merge branch 'main' of github.com:FantasyPvP/CrystalOS-Restructured
This commit is contained in:
@@ -1,201 +1,51 @@
|
||||
# CrystalOS
|
||||
|
||||
## Phase 1: The kernel.
|
||||
|
||||
the initial aim of this project was to follow a blog series on how to make a custom operating system found here:
|
||||
the initial aim of this project was to follow a blog series on how to write an operating system in Rust (see links below)
|
||||
|
||||
https://os.phil-opp.com/
|
||||
|
||||
with the github repo for his project here:
|
||||
|
||||
https://github.com/phil-opp/blog_os
|
||||
|
||||
After reading and implementing the features from the final chapter, (async/await) I could find no further instruction on how to continue with the project from there despite the author of the series saying over a year previously that there would be more posts coming soon.
|
||||
After reading and implementing the features from the final chapter, (async/await) I could find no further instruction on how to continue
|
||||
from that point onwards. The author of the project is working on a third edition but there's no news of when it will be complete.
|
||||
|
||||
while I'm waiting for the third edition to release, I guess I'm gonna just have to improvise :)
|
||||
|
||||
the blog got me through the memory management side of the process so i believe that I should have a lot more breathing room to implement the features that i want. As of completing the tutorial, i obviously still dont have access to a standard library, however i can at least use Vectors and Strings now which are important types, as well as the fact that i have access to async and heap allocation.
|
||||
- for more details on this project read the wiki ^^^
|
||||
|
||||
### my aims going forwards:
|
||||
# Features as of Nov 2023
|
||||
|
||||
- whenever i have the chance to work on this project, i want to try and implement a new utility which could be useful or cool for anyone using the operating system.
|
||||
- this could be anything from a cool neofetch style ascii fetcher (if you dont know what im talking about, its just a cool ascii logo of the operating system that appears when you open a terminal sometimes)
|
||||
- improve the text rendering system to create a set of globally accessible functions and/or macros in order to render the text in a more visually appealing way to the user (as the default yellow text does look extremely ugly lmao)
|
||||
- implement a basic text editor (this will be difficult)
|
||||
- i would need a way to move the cursor around the screen and print text at that location
|
||||
- this would mean rewriting the majority of the code for the vga buffer module to create a more flexible system which allows for applications (modules / commands) to take more direct control of the text rendering whenever they are active
|
||||
### barebones standard library with the following general features
|
||||
- random library for random choice and random integers
|
||||
- simple timing library to add delay
|
||||
- the delay is not at all accurate as it was hastily put together, this definitely needs to be rewritten
|
||||
when i have some more free time XD
|
||||
- Stdin and Stdout structs with all the following actions
|
||||
- individual keystroke input
|
||||
- string input (like a standard terminal)
|
||||
- print and println macros for output,
|
||||
- same macros are implemented for logging and for serial output (untested using real hardware, does definitely work in QEMU)
|
||||
- renderer for sending 'frames' to an 80x25 character ascii display (VGA Mode), these can be arrays of characters, or arrays
|
||||
of coloured characters, allowing for more advanced formatting if you need an application to support it.
|
||||
- additionally, a trait called element is provided, this will likely be changed significantly in future versions of the OS so the
|
||||
details on it's functionality are not important
|
||||
- application trait that provides a standardised way for applications to run in the OS.
|
||||
|
||||
### some basic apps
|
||||
- a To-Do list app
|
||||
- you can type 'tasks add <task name>' to add a task
|
||||
- you can also remove tasks and list them with 'tasks list'
|
||||
- snake game
|
||||
- pretty obvious what this is but there's also an impossible / chaos mode which adds
|
||||
a significant number of AI snakes that aggressively try to pursue the same points of interest
|
||||
as the player which can make survival challenging
|
||||
(basically a janky snake game crossed with slither.io)
|
||||
- conway's game of life
|
||||
- just makes some cool patterns, hardcoded starting pattern at the moment but I kinda want to add an editor for it in the future
|
||||
- a calculator that uses the same concepts as a compiler / interpreter to evaluate expressions
|
||||
- works for arithmetic expressions including powers, also supports functions like ln() and sqrt()
|
||||
- adding more functions in the future, recently covered taylor series in A levels so i'm implementing trig functions.
|
||||
- it can also graph stuff ig, using "graph" and putting an expression in terms of x with substitute numbers in for x and graph
|
||||
y vs x
|
||||
|
||||
# Implementation
|
||||
|
||||
## Phase 2: the shell.
|
||||
|
||||
### shell.rs
|
||||
|
||||
diverging from the original blog series, i have made some significant changes to keyboard.rs
|
||||
- i have moved the source code that handles the keyboard input from keyboard.rs to shell.rs
|
||||
- this means that instead of the operating system running a task on startup that continually awaits a the next keystroke and works from there, the new layout works very differently
|
||||
- firstly, i use a lazy_static creating a static called CMD which houses the shell itself
|
||||
- this allows me to reference it from anywhere in the code and initialise it as soon as the program runs
|
||||
- this may be changed later as i could just make an init function in shell.rs if i needed to
|
||||
- the shell contains a get_input function that awaits a keystroke from the user before continuing
|
||||
- this is looped inside the main shell function and added to a buffer
|
||||
- when the \n character is inputted, the buffer is copied to the command history vector and then cleared
|
||||
- additionally the buffer is run through a match statement that will start any app that matches the command or alias.
|
||||
|
||||
## Phase 3: CrystalAPI
|
||||
|
||||
### the basics:
|
||||
|
||||
the crystal api will essentially be a standard library for any programs that are run by the shell
|
||||
- it provides basic functions such as waiting for a keystroke or string to be entered by the user
|
||||
- it will eventually support coloured text output once ive had a chance to modify the code for the vga buffer to support coloured text output through a public function.
|
||||
|
||||
### example:
|
||||
here is a template that could be used to program using the crystal API
|
||||
|
||||
```rust
|
||||
|
||||
// ignore everything from this point up until the App struct
|
||||
|
||||
// --------------OS-INTERFACE-------------------------------------------------------------------------------------------------------
|
||||
|
||||
use std::io;
|
||||
use std::io::Write; // ignore these, i have my own implementations that i will replace them with
|
||||
|
||||
struct CommandHandler {} // a struct used in my code (just ignore)
|
||||
|
||||
impl CommandHandler { // dont modify anything here
|
||||
fn new() -> Self {
|
||||
Self {}
|
||||
}
|
||||
|
||||
fn input(&mut self) -> String { // this function will get replaced by the custom input function
|
||||
let mut string = String::new();
|
||||
io::stdin().read_line(&mut string).expect("error getting input");
|
||||
string
|
||||
}
|
||||
}
|
||||
|
||||
fn main() { // the entry point to your code, it calls the code for the application
|
||||
// will be removed when integrated into the os and replaced by the shell command
|
||||
println!("");
|
||||
print!("enter arguments to run command with > ");
|
||||
io::stdout().flush();
|
||||
let mut args = String::new();
|
||||
io::stdin().read_line(&mut args).expect("failed to get input");
|
||||
let mut app = App::new(CommandHandler::new());
|
||||
app.run(args);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// --------------IMPLEMENTATION-----------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
struct App { // change name to whatever you want
|
||||
handler: CommandHandler,
|
||||
// any global variables for the application should be put here
|
||||
// in the form: varname: VarType,
|
||||
}
|
||||
|
||||
impl App { // name must be the same as the name of the struct
|
||||
fn new(handler: CommandHandler) -> Self {
|
||||
Self { // this should add any variables that are needed while the application is running
|
||||
handler: handler,
|
||||
// status: String, (example)
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self) -> String { // this function gives command line input
|
||||
self.handler.input()
|
||||
}
|
||||
|
||||
fn run(&mut self, args: String) -> Result<(), String> { /*
|
||||
this represents your actual main function
|
||||
write all the code for your program starting here
|
||||
|
||||
use println!() to print to the screen
|
||||
use self.input() to get input from terminal
|
||||
*/
|
||||
|
||||
println!("app running {}", args); // do stuff here
|
||||
|
||||
// example of how you can use the input function
|
||||
|
||||
println!("type something");
|
||||
println!("input: {}", self.input());
|
||||
|
||||
// if you want to return an error, write: return Err("error message")
|
||||
// the error message tells the operating system what went wrong with the code or user input.
|
||||
// if you want to return ok, write: return Ok(()) (make sure to have the 2 sets of brackets)
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
|
||||
## future plans (as of initial kernel build jan 2023):
|
||||
|
||||
eventually i want to try rewriting the majority of the code for the VGA buffer.
|
||||
this is so that i can implement what i'll call a 'sandbox mode' for the screen.
|
||||
this mode will support:
|
||||
- moving the cursor around with arrow keys
|
||||
- writing text at the cursor
|
||||
- writing coloured text anywhere
|
||||
- reading the entire output of the vga buffer or just a line into a string
|
||||
eventually, this could theoretically lead to a library that was able to support things like a basic text editor
|
||||
for writing out messages and the capability to theoretically program basic 2d games in an ascii art style
|
||||
(something like space invaders, tetris, etc.)
|
||||
|
||||
|
||||
|
||||
|
||||
## UPDATE: 21/02/23
|
||||
- created a standard library of functions that any application can use
|
||||
- implemented a random function to the standard library that can generate random numbers in a range
|
||||
- added the print and println macros to be directly accessible from the standard library
|
||||
- added global functions for getting input as a keystroke or from the command line
|
||||
|
||||
```rust
|
||||
pub async fn stdin() -> String // returns the string inputted by the user
|
||||
|
||||
pub async fn stdchar() -> char // returns the next keystroke
|
||||
|
||||
pub fn crate::std::random::Random::int(min: usize, max: usize) -> usize // returns random integer in range (min <= x <= max)
|
||||
|
||||
pub fn crate::std::random::Random::selection<T: Clone>(list: Vec<T>) -> T // returns random element of vector argument
|
||||
```
|
||||
|
||||
## UPDATE: 23/02/23
|
||||
|
||||
### changes
|
||||
|
||||
since the last update i did a few things.
|
||||
- refactored the entire codebase, moving the standard library, kernel and applications to
|
||||
separate folders in the source code in order to better organise them
|
||||
- this should make my next goal much more seamless - this goal will be to further abstract the applications
|
||||
from the kernel, essentially there will be a lib crate containing the kernel and standard library
|
||||
in addition to a binary crate which actually has the bootloader / init system / applications etc
|
||||
|
||||
- wrote a basic ASCII rendering engine that can create and place 2d element anywhere on the screen
|
||||
- the elements are placed using a coordinate system where the top left character of the element is
|
||||
placed at that coordinate on the screen
|
||||
|
||||
```rust
|
||||
pub struct crate::std::io::Element
|
||||
```
|
||||
|
||||
## UPDATE: 29/04/23
|
||||
|
||||
after taking a bit of a break to get my A level work done and play some games, i've finally found time to get back into
|
||||
this project
|
||||
|
||||
over the last couple of days I've made some signifcant changes to this project.
|
||||
I have started the development of a TUI (terminal user interface) library allowing for widgets to be displayed
|
||||
on screen using ascii.
|
||||
its pretty barebones at the moment but I'm hoping to add more features as time goes on!
|
||||
|
||||
## UPDATE: 02/10/23
|
||||
- a shell that can enter apps and run commands like 'echo' and 'clear'
|
||||
- well actually just those commands lol. Might try making a shell language or something if i get some spare time over christmas
|
||||
|
||||
Reference in New Issue
Block a user