e92e01c5b8
idk why
201 lines
8.9 KiB
Markdown
201 lines
8.9 KiB
Markdown
# CrystalOS
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## Phase 1: The kernel.
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the initial aim of this project was to follow a blog series on how to make a custom operating system found here:
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https://os.phil-opp.com/
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with the github repo for his project here:
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https://github.com/phil-opp/blog_os
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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.
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while I'm waiting for the third edition to release, I guess I'm gonna just have to improvise :)
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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.
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### my aims going forwards:
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- 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.
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- 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)
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- 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)
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- implement a basic text editor (this will be difficult)
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- i would need a way to move the cursor around the screen and print text at that location
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- 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
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# Implementation
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## Phase 2: the shell.
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### shell.rs
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diverging from the original blog series, i have made some significant changes to keyboard.rs
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- i have moved the source code that handles the keyboard input from keyboard.rs to shell.rs
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- 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
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- firstly, i use a lazy_static creating a static called CMD which houses the shell itself
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- this allows me to reference it from anywhere in the code and initialise it as soon as the program runs
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- this may be changed later as i could just make an init function in shell.rs if i needed to
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- the shell contains a get_input function that awaits a keystroke from the user before continuing
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- this is looped inside the main shell function and added to a buffer
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- when the \n character is inputted, the buffer is copied to the command history vector and then cleared
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- additionally the buffer is run through a match statement that will start any app that matches the command or alias.
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## Phase 3: CrystalAPI
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### the basics:
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the crystal api will essentially be a standard library for any programs that are run by the shell
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- it provides basic functions such as waiting for a keystroke or string to be entered by the user
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- 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.
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### example:
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here is a template that could be used to program using the crystal API
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```rust
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// ignore everything from this point up until the App struct
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// --------------OS-INTERFACE-------------------------------------------------------------------------------------------------------
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use std::io;
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use std::io::Write; // ignore these, i have my own implementations that i will replace them with
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struct CommandHandler {} // a struct used in my code (just ignore)
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impl CommandHandler { // dont modify anything here
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fn new() -> Self {
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Self {}
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}
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fn input(&mut self) -> String { // this function will get replaced by the custom input function
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let mut string = String::new();
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io::stdin().read_line(&mut string).expect("error getting input");
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string
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}
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}
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fn main() { // the entry point to your code, it calls the code for the application
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// will be removed when integrated into the os and replaced by the shell command
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println!("");
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print!("enter arguments to run command with > ");
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io::stdout().flush();
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let mut args = String::new();
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io::stdin().read_line(&mut args).expect("failed to get input");
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let mut app = App::new(CommandHandler::new());
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app.run(args);
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}
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// --------------IMPLEMENTATION-----------------------------------------------------------------------------------------------------
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struct App { // change name to whatever you want
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handler: CommandHandler,
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// any global variables for the application should be put here
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// in the form: varname: VarType,
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}
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impl App { // name must be the same as the name of the struct
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fn new(handler: CommandHandler) -> Self {
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Self { // this should add any variables that are needed while the application is running
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handler: handler,
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// status: String, (example)
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}
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}
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fn input(&mut self) -> String { // this function gives command line input
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self.handler.input()
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}
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fn run(&mut self, args: String) -> Result<(), String> { /*
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this represents your actual main function
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write all the code for your program starting here
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use println!() to print to the screen
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use self.input() to get input from terminal
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*/
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println!("app running {}", args); // do stuff here
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// example of how you can use the input function
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println!("type something");
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println!("input: {}", self.input());
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// if you want to return an error, write: return Err("error message")
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// the error message tells the operating system what went wrong with the code or user input.
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// if you want to return ok, write: return Ok(()) (make sure to have the 2 sets of brackets)
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Ok(())
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}
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}
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```
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## future plans (as of initial kernel build jan 2023):
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eventually i want to try rewriting the majority of the code for the VGA buffer.
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this is so that i can implement what i'll call a 'sandbox mode' for the screen.
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this mode will support:
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- moving the cursor around with arrow keys
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- writing text at the cursor
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- writing coloured text anywhere
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- reading the entire output of the vga buffer or just a line into a string
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eventually, this could theoretically lead to a library that was able to support things like a basic text editor
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for writing out messages and the capability to theoretically program basic 2d games in an ascii art style
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(something like space invaders, tetris, etc.)
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## UPDATE: 21/02/23
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- created a standard library of functions that any application can use
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- implemented a random function to the standard library that can generate random numbers in a range
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- added the print and println macros to be directly accessible from the standard library
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- added global functions for getting input as a keystroke or from the command line
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```rust
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pub async fn stdin() -> String // returns the string inputted by the user
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pub async fn stdchar() -> char // returns the next keystroke
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pub fn crate::std::random::Random::int(min: usize, max: usize) -> usize // returns random integer in range (min <= x <= max)
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pub fn crate::std::random::Random::selection<T: Clone>(list: Vec<T>) -> T // returns random element of vector argument
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```
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## UPDATE: 23/02/23
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### changes
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since the last update i did a few things.
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- refactored the entire codebase, moving the standard library, kernel and applications to
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separate folders in the source code in order to better organise them
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- this should make my next goal much more seamless - this goal will be to further abstract the applications
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from the kernel, essentially there will be a lib crate containing the kernel and standard library
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in addition to a binary crate which actually has the bootloader / init system / applications etc
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- wrote a basic ASCII rendering engine that can create and place 2d element anywhere on the screen
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- the elements are placed using a coordinate system where the top left character of the element is
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placed at that coordinate on the screen
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```rust
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pub struct crate::std::io::Element
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```
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## UPDATE: 29/04/23
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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
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this project
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over the last couple of days I've made some signifcant changes to this project.
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I have started the development of a TUI (terminal user interface) library allowing for widgets to be displayed
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on screen using ascii.
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its pretty barebones at the moment but I'm hoping to add more features as time goes on!
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## UPDATE: 02/10/23 |