uxn/examples/gui.hover.usm

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( draw routines )
&Screen { width 2 height 2 pad 4 x 2 y 2 color 1 }
&Sprite { pad 8 x 2 y 2 addr 2 color 1 }
&Mouse { x 2 y 2 state 1 chord 1 }
&Label2d { x 2 y 2 color 1 addr 2 }
&Picture2d { x 2 y 2 width 2 height 2 color 1 addr 2 }
&Rect2d { x1 2 y1 2 x2 2 y2 2 }
&Point2d { x 2 y 2 }
;color 1
;cursor 2
;mouse Point2d
;rect Rect2d ;r1 Rect2d ;r2 Rect2d ;r3 Rect2d
|0100 @RESET
#0020 #0030 #0060 #0060 =r1.y2 =r1.x2 =r1.y1 =r1.x1
#0058 #0050 #0090 #0080 =r2.y2 =r2.x2 =r2.y1 =r2.x1
#0048 #0048 #0080 #0098 =r3.y2 =r3.x2 =r3.y1 =r3.x1
BRK
|0200 @FRAME
,pointer_icn =cursor
#01 =color
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( matrix comparison )
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~dev/mouse.x ~r1.x1 GTH2 ~dev/mouse.x ~r1.x2 LTH2 #0101 EQU2
~dev/mouse.y ~r1.y1 GTH2 ~dev/mouse.y ~r1.y2 LTH2 #0101 EQU2
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#0101 NEQ2 ,draw1 ROT JMP? POP2 #02 =color ,hand_icn =cursor
@draw1 ~r1.x1 ~r1.y1 ~r1.x2 ~r1.y2 ~color ,line-rect JSR
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#01 =color
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( 2-step comparison )
,draw2 ~dev/mouse.x ~r2.x1 GTH2 ~dev/mouse.x ~r2.x2 LTH2 #0101 NEQ2 JMP? POP2
,draw2 ~dev/mouse.y ~r2.y1 GTH2 ~dev/mouse.y ~r2.y2 LTH2 #0101 NEQ2 JMP? POP2
#03 =color ,hand_icn =cursor
@draw2 ~r2.x1 ~r2.y1 ~r2.x2 ~r2.y2 ~color ,line-rect JSR
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#01 =color
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( 4-step comparison )
,draw3 ~dev/mouse.x ~r3.x1 LTH2 JMP? POP2
,draw3 ~dev/mouse.x ~r3.x2 GTH2 JMP? POP2
,draw3 ~dev/mouse.y ~r3.y1 LTH2 JMP? POP2
,draw3 ~dev/mouse.y ~r3.y2 GTH2 JMP? POP2
#02 =color ,hand_icn =cursor
@draw3 ~r3.x1 ~r3.y1 ~r3.x2 ~r3.y2 ~color ,line-rect JSR
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,draw-cursor JSR
BRK
@draw-cursor
~mouse.x ~dev/mouse.x NEQU2
~mouse.y ~dev/mouse.y NEQU2
#0000 EQU2 RTS? ( Return if unchanged )
( clear last cursor )
#10 ,clear_icn ~mouse.x ~mouse.y ,draw-sprite JSR
( record mouse positions )
~dev/mouse.x =mouse.x ~dev/mouse.y =mouse.y
#11 ~cursor ~mouse.x ~mouse.y ,draw-sprite JSR
RTS
@line-rect ( x1 y1 x2 y2 color )
( load ) =color =rect.y2 =rect.x2 DUP2 =dev/screen.y =rect.y1 DUP2 =dev/screen.x =rect.x1
@line-rect-hor
( incr ) ~dev/screen.x #0001 ADD2 =dev/screen.x
( draw ) ~rect.y1 =dev/screen.y ~color =dev/screen.color
( draw ) ~rect.y2 =dev/screen.y ~color =dev/screen.color
,line-rect-hor ~dev/screen.x ~rect.x2 LTH2 JMP? POP2
~rect.y1 =dev/screen.y
@line-rect-ver
( draw ) ~rect.x1 =dev/screen.x ~color =dev/screen.color
( draw ) ~rect.x2 =dev/screen.x ~color =dev/screen.color
( incr ) ~dev/screen.y #0001 ADD2 =dev/screen.y
,line-rect-ver ~dev/screen.y ~rect.y2 #0001 ADD2 LTH2 JMP? POP2
RTS
@draw-sprite
=dev/sprite.y
=dev/sprite.x
=dev/sprite.addr
=dev/sprite.color
RTS
@clear_icn [ 0000 0000 0000 0000 ]
@pointer_icn [ 80c0 e0f0 f8e0 1000 ]
@hand_icn [ 4040 4070 f8f8 f870 ]
@text [ Label Text ] <1 .00 ( add characters to memory )
|d000 @ERROR BRK
|FF10 ;dev/screen Screen
|FF20 ;dev/sprite Sprite
|FF50 ;dev/mouse Mouse
|FFF0 .RESET .FRAME .ERROR ( vectors )
|FFF8 [ 0f0f 0fff 0ff0 ] ( palette )