# 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: 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. i guess im 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 ### my aims going forwards: - 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 # 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(list: Vec) -> 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 ```