Templated examples

This commit is contained in:
neauoire 2021-04-22 19:57:47 -07:00
parent dad55324aa
commit 1b4623be1b
10 changed files with 258 additions and 237 deletions

View File

@ -32,7 +32,7 @@ else
fi fi
echo "Assembling.." echo "Assembling.."
./bin/assembler projects/examples/dev.mouse.usm bin/boot.rom ./bin/assembler projects/examples/gui.animation.usm bin/boot.rom
echo "Running.." echo "Running.."
if [ "${2}" = '--cli' ]; if [ "${2}" = '--cli' ];

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@ -10,52 +10,35 @@ scope: source.usm
contexts: contexts:
main: main:
# pointer # label
- match: '\@(\S+)\s?' - match: '\@(\S+)\s?'
scope: string.control scope: string.control
pop: true pop: true
# sublabel
- match: '\&(\S+)\s?' - match: '\&(\S+)\s?'
scope: string.control scope: string.control
pop: true pop: true
# jump # jump
- match: '\|(\S+)\s?' - match: '\|(\S+)\s?'
scope: variable.control scope: entity.name.tag.structure.any
pop: true pop: true
# pad
- match: '\$(\S+)\s?' - match: '\$(\S+)\s?'
scope: variable.control scope: entity.name.tag.structure.any
pop: true
# constants
# templated
- match: '(\S+)\^\s?'
scope: storage.type
pop: true
- match: '(\S+)\=\s?'
scope: constant.numeric
pop: true
- match: '(\S+)\?\s?'
scope: storage.type
pop: true
- match: '(\S+)\!\s?'
scope: constant.numeric
pop: true pop: true
# Pushing to stack # Pushing to stack
- match: '\#(\S+)\s?'
scope: keyword.control
pop: true
- match: '\"(\S+)\s?' - match: '\"(\S+)\s?'
scope: entity.control scope: variable.parameter.option
pop: true pop: true
# Addressing # Addressing
- match: '\.(\S+)\s?' # zero-page - match: '\.(\S+)\s?' # zero-page
scope: variable.control scope: variable.function.shell
pop: true pop: true
- match: '\,(\S+)\s?' # relative - match: '\,(\S+)\s?' # relative
scope: entity.name.type scope: entity.name.tag.yaml
pop: true pop: true
- match: '\;(\S+)\s?' # absolute - match: '\;(\S+)\s?' # absolute
scope: keyword.control scope: keyword.control
@ -64,6 +47,7 @@ contexts:
scope: keyword.control scope: keyword.control
pop: true pop: true
# Blocks
- match: '\[\s?' - match: '\[\s?'
scope: comment scope: comment
pop: true pop: true
@ -71,9 +55,6 @@ contexts:
scope: comment scope: comment
pop: true pop: true
# Blocks
- match: '\{' - match: '\{'
scope: variable.control scope: variable.control
push: push:
@ -87,3 +68,39 @@ contexts:
- meta_scope: comment.line - meta_scope: comment.line
- match: '\)' - match: '\)'
pop: true pop: true
# templated
- match: '(\S+)\^\!\s?'
scope: entity.name.type.typedef
pop: true
- match: '(\S+)\~\!\s?'
scope: constant.numeric
pop: true
- match: '(\S+)\*\!\s?'
scope: entity.name.type.typedef
pop: true
- match: '(\S+)\=\!\s?'
scope: constant.numeric
pop: true
- match: '(\S+)\^\s?'
scope: entity.name.type.typedef
pop: true
- match: '(\S+)\~\s?'
scope: constant.numeric
pop: true
- match: '(\S+)\*\s?'
scope: entity.name.type.typedef
pop: true
- match: '(\S+)\=\s?'
scope: constant.numeric
pop: true
- match: '(\S+)\?\s?'
scope: storage.type
pop: true
- match: '(\S+)\!\s?'
scope: constant.numeric
pop: true

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@ -2,14 +2,14 @@
( devices ) ( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ] |00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
|10 @Console [ &pad $8 &char $1 &byte $1 &short $2 &string $2 ] |10 @Console [ &pad $8 &char $1 &byte $1 &short $2 &string $2 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ] |20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
|30 @Audio [ &wave $2 &envelope $2 &pad $4 &volume $1 &pitch $1 &play $1 &value $2 &delay $2 &finish $1 ] |30 @Audio [ &wave $2 &envelope $2 &pad $4 &volume $1 &pitch $1 &play $1 &value $2 &delay $2 &finish $1 ]
|40 @Controller [ &vector $2 &button $1 &key $1 ] |40 @Controller [ &vector $2 &button $1 &key $1 ]
|60 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &chord $1 ] |60 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &chord $1 ]
|70 @File [ &vector $2 &success $2 &offset $2 &pad $2 &name $2 &length $2 &load $2 &save $2 ] |70 @File [ &vector $2 &success $2 &offset $2 &pad $2 &name $2 &length $2 &load $2 &save $2 ]
|a0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 &refresh $1 ] |a0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 &refresh $1 ]
( variables ) ( variables )
@ -19,3 +19,16 @@
|0100 ( -> ) |0100 ( -> )
;deferred
,relative
.zero-page
:immediate
|goto
$padding
@label
&sublabel
#value
"string

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@ -2,13 +2,12 @@
%MOD { DUP2 DIV MUL SUB } %MOD { DUP2 DIV MUL SUB }
( %%^! { .% DEI } %%~! { .% DEO }
position in track, %%*! { .% DEI2 } %%=! { .% DEO2 }
frame: counter for current frame, %%^ { .% PEK } %%~ { .% POK }
only playing every few frames %%* { .% PEK2 } %%= { .% POK2 }
)
@timer $1 @timer $1
@progress $1 @progress $1
( devices ) ( devices )
@ -20,41 +19,41 @@
|0100 ( -> ) |0100 ( -> )
( set color pallete ) ( set color pallete )
#00ff .System/r DEO2 #00ff System/r=!
#0f0f .System/g DEO2 #0f0f System/g=!
#0ff0 .System/b DEO2 #0ff0 System/b=!
;on-frame .Screen/vector DEO2 ( run on-frame every 1/60th of a second ) ;on-frame Screen/vector=! ( run on-frame every 1/60th of a second )
#ff .Audio/vol DEO ( set volume to max ) #ff Audio/vol~! ( set volume to max )
;saw .Audio/wave DEO2 ( set waveform to saw for audio engine ) ;saw Audio/wave=! ( set waveform to saw for audio engine )
;env .Audio/env DEO2 ( set envelope for audio engine ) ;env Audio/env=! ( set envelope for audio engine )
BRK BRK
@on-frame ( -> ) @on-frame ( -> )
( incr ) .timer PEK #01 ADD .timer POK ( incr ) timer^ #01 ADD timer~
( skip ) .timer PEK #10 EQU ,&play-note JNZ BRK &play-note ( skip ) timer^ #10 EQU ,&play-note JNZ BRK &play-note
( get note ) ( get note )
;melody #00 .progress PEK ADD2 GET ( -- note ) ;melody #00 progress^ ADD2 GET
( play note ) ( play note )
DUP #80 ORA .Audio/pitch DEO ( -- note ) ( OR note with #80 and set the audio pitch to it. ) DUP #80 ORA Audio/pitch~!
#01 .Audio/play DEO ( play the note ) #01 Audio/play~!
( erase last note ) ( erase last note )
#20 .Screen/color DEO ( draw a dot ) #20 Screen/color~!
( draw note ) ( draw note )
#00 SWP #0004 MUL2 #0100 SUB2 .Screen/y DEO2 ( calculate the y position of a dot. TODO make this not upside down ) #00 SWP #0004 MUL2 #0100 SUB2 Screen/y=!
#00 .progress PEK #0008 MUL2 .Screen/x DEO2 ( calculate the x position of a dot ) #00 progress^ #0008 MUL2 Screen/x=!
;dot .Screen/addr DEO2 ( set the sprite for a dot ) ;dot Screen/addr=!
#21 .Screen/color DEO ( draw a dot ) #21 Screen/color~!
( incr ) .progress PEK #01 ADD #20 MOD .progress POK ( incr ) progress^ #01 ADD #20 MOD progress~
#00 .timer POK #00 timer~
BRK BRK
@ -66,10 +65,10 @@ BRK
@saw ( -> ) @saw ( -> )
#6000 .Audio/value DEO2 #6000 Audio/value=!
#0000 .Audio/delay DEO2 ( move to volume #600 after 0 delay ) #0000 Audio/delay=! ( move to volume #600 after 0 delay )
#0000 .Audio/value DEO2 #0000 Audio/value=!
#ffff .Audio/delay DEO2 ( reach volume 0 after the whole note. Interpolated linearly ) #ffff Audio/delay=! ( reach volume 0 after the whole note. Interpolated linearly )
BRK BRK
@ -77,11 +76,11 @@ BRK
@env ( -> ) @env ( -> )
#ffff .Audio/value DEO2 #ffff Audio/value=!
#1000 .Audio/delay DEO2 ( move pretty quickly to volume #ffff (maximum) ) #1000 Audio/delay=! ( move pretty quickly to volume #ffff (maximum) )
#0000 .Audio/value DEO2 #0000 Audio/value=!
#4000 .Audio/delay DEO2 ( interpolating linearly, move to #0000 after a delay of #4000 where #8000 is half a second ) #4000 Audio/delay=! ( interpolating linearly, move to #0000 after a delay of #4000 where #8000 is half a second )
#00 .Audio/finish DEO ( end the envelope ) #00 Audio/finish~! ( end the envelope )
BRK BRK

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@ -1,11 +1,14 @@
( dev/controller/buttons ) ( dev/controller/buttons )
%=>SC/ADDR { .Screen/addr DEO2 }
%->SC/COLR { .Screen/color DEO }
%++ { #0001 ADD2 } %++ { #0001 ADD2 }
%-- { #0001 SUB2 } %-- { #0001 SUB2 }
%2/ { #0002 DIV2 } %2/ { #0002 DIV2 }
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
( devices ) ( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ] |00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
@ -23,62 +26,62 @@
|0100 ( -> ) |0100 ( -> )
( theme ) ( theme )
#0daf .System/r DEO2 #0daf System/r=!
#02ff .System/g DEO2 #02ff System/g=!
#035f .System/b DEO2 #035f System/b=!
( vectors ) ( vectors )
;on-frame .Screen/vector DEO2 ;on-frame Screen/vector=!
( set origin ) ( set origin )
.Screen/width DEI2 2/ .Screen/x DEO2 Screen/width*! 2/ Screen/x=!
.Screen/height DEI2 2/ .Screen/y DEO2 Screen/height*! 2/ Screen/y=!
;default_icn =>SC/ADDR ;default_icn Screen/addr=!
#31 ->SC/COLR #31 Screen/color~!
#2a .slime POK #2a slime~
BRK BRK
@on-frame ( -> ) @on-frame ( -> )
#2a .slime POK #2a slime~
;default_icn =>SC/ADDR ;default_icn Screen/addr=!
( hold ctrl key to change slime color ) ( hold ctrl key to change slime color )
.Controller/button DEI #0f AND Controller/button^! #0f AND
DUP #01 NEQ ,&no-ctrl JNZ #25 .slime POK &no-ctrl DUP #01 NEQ ,&no-ctrl JNZ #25 slime~ &no-ctrl
DUP #02 NEQ ,&no-alt JNZ #2f .slime POK &no-alt DUP #02 NEQ ,&no-alt JNZ #2f slime~ &no-alt
POP POP
( clear ) #30 ->SC/COLR ( clear ) #30 Screen/color~!
( detect movement ) ( detect movement )
.Controller/button DEI #f0 AND Controller/button^! #f0 AND
DUP #04 SFT #01 AND #01 NEQ ,&no-up JNZ DUP #04 SFT #01 AND #01 NEQ ,&no-up JNZ
( move ) ( move )
.Screen/y DEI2 -- .Screen/y DEO2 Screen/y*! -- Screen/y=!
;up_icn =>SC/ADDR &no-up ;up_icn Screen/addr=! &no-up
DUP #05 SFT #01 AND #01 NEQ ,&no-down JNZ DUP #05 SFT #01 AND #01 NEQ ,&no-down JNZ
( move ) ( move )
.Screen/y DEI2 ++ .Screen/y DEO2 Screen/y*! ++ Screen/y=!
;down_icn =>SC/ADDR &no-down ;down_icn Screen/addr=! &no-down
DUP #06 SFT #01 AND #01 NEQ ,&no-left JNZ DUP #06 SFT #01 AND #01 NEQ ,&no-left JNZ
( move ) ( move )
.Screen/x DEI2 -- .Screen/x DEO2 Screen/x*! -- Screen/x=!
;left_icn =>SC/ADDR &no-left ;left_icn Screen/addr=! &no-left
DUP #07 SFT #01 AND #01 NEQ ,&no-right JNZ DUP #07 SFT #01 AND #01 NEQ ,&no-right JNZ
( move ) ( move )
.Screen/x DEI2 ++ .Screen/x DEO2 Screen/x*! ++ Screen/x=!
;right_icn =>SC/ADDR &no-right ;right_icn Screen/addr=! &no-right
POP POP
( draw face ) ( draw face )
#31 ->SC/COLR #31 Screen/color~!
( draw slime ) ( draw slime )
;slime_icn =>SC/ADDR ;slime_icn Screen/addr=!
.slime PEK ->SC/COLR slime^ Screen/color~!
BRK BRK

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@ -4,6 +4,11 @@
%8+ { #0008 ADD2 } %8+ { #0008 ADD2 }
%8* { #0030 SFT2 } %8* { #0030 SFT2 }
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
( devices ) ( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ] |00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
@ -15,39 +20,36 @@
|0100 ( -> ) |0100 ( -> )
( theme ) ( theme )
#0f73 .System/r DEO2 #0f73 System/r=!
#0fe3 .System/g DEO2 #0fe3 System/g=!
#0fc3 .System/b DEO2 #0fc3 System/b=!
( vectors )
( vectors ) ;on-button .Controller/vector DEO2 ;on-button Controller/vector=!
;draw-cursor JSR2 ;draw-cursor JSR2
BRK BRK
@on-button ( -> ) @on-button ( -> )
.Controller/key DEI #00 NEQ ,&skip JNZ BRK &skip Controller/key^! #00 NEQ ,&skip JNZ BRK &skip
Controller/key^! #0d NEQ ,&no-return JNZ
.Controller/key DEI #0d NEQ ,&no-return JNZ ( draw ) #20 Screen/color~!
( draw ) #20 .Screen/color DEO ( reset ) #0000 Screen/x=!
( reset ) #0000 .Screen/x DEO2 ( incr ) Screen/y*! 8+ Screen/y=!
( incr ) .Screen/y DEI2 8+ .Screen/y DEO2
;draw-cursor JSR2 ;draw-cursor JSR2
BRK BRK
&no-return &no-return
;font #00 Controller/key^! 8* ADD2 Screen/addr=!
;font #00 .Controller/key DEI 8* ADD2 .Screen/addr DEO2 ( draw ) #21 Screen/color~!
( draw ) #21 .Screen/color DEO ( incr ) Screen/x*! 8+ Screen/x=!
( incr ) .Screen/x DEI2 8+ .Screen/x DEO2
;draw-cursor JSR2 ;draw-cursor JSR2
BRK BRK
@draw-cursor ( -- ) @draw-cursor ( -- )
;cursor .Screen/addr DEO2 #22 .Screen/color DEO ;cursor Screen/addr=!
#22 Screen/color~!
RTN RTN

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@ -3,6 +3,11 @@
%8+ { #0008 ADD2 } %8+ { #0008 ADD2 }
%MEMORY { #1000 } %MEMORY { #1000 }
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
( devices ) ( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ] |00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
@ -19,35 +24,35 @@
|0100 ( -> ) |0100 ( -> )
( theme ) ( theme )
#0efc .System/r DEO2 #0efc System/r=!
#03cc .System/g DEO2 #03cc System/g=!
#03ac .System/b DEO2 #03ac System/b=!
( load file ) ( load file )
#1000 .File/length DEO2 #1000 File/length=!
;srcpath .File/name DEO2 ;srcpath File/name=!
MEMORY .File/load DEO2 MEMORY File/load=!
.File/success DEI2 #0000 NEQ2 ;on-success JNZ2 File/success*! #0000 NEQ2 ;on-success JNZ2
;failedtxt .Console/string DEO2 ;failedtxt Console/string=!
BRK BRK
@on-success ( -> ) @on-success ( -> )
;successtxt .Console/string DEO2 ;successtxt Console/string=!
( draw image ) ( draw image )
MEMORY .Screen/addr DEO2 MEMORY Screen/addr=!
#0000 #0080 #0000 #0080
&ver &ver
( save ) OVR2 .Screen/y DEO2 ( save ) OVR2 Screen/y=!
#0000 #0080 #0000 #0080
&hor &hor
( save ) OVR2 .Screen/x DEO2 ( save ) OVR2 Screen/x=!
( draw ) #41 .Screen/color DEO ( draw ) #41 Screen/color~!
( incr ) .Screen/addr DEI2 #0010 ADD2 .Screen/addr DEO2 ( incr ) Screen/addr*! #0010 ADD2 Screen/addr=!
( incr ) SWP2 8+ SWP2 ( incr ) SWP2 8+ SWP2
OVR2 OVR2 LTH2 ,&hor JNZ OVR2 OVR2 LTH2 ,&hor JNZ
POP2 POP2 POP2 POP2
@ -56,9 +61,9 @@ BRK
POP2 POP2 POP2 POP2
( save file ) ( save file )
#1000 .File/length DEO2 #1000 File/length=!
;dstpath .File/name DEO2 ;dstpath File/name=!
MEMORY .File/save DEO2 MEMORY File/save=!
BRK BRK

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@ -1,31 +1,23 @@
( dev/mouse ) ( dev/mouse )
%RTN { JMP2r } %RTN { JMP2r }
%8+ { #0008 ADD2 }
%++ { #0001 ADD2 }
%-- { #0001 SUB2 }
%ABS2 { DUP2 #000f SFT2 EQU #04 JNZ #ffff MUL2 } %ABS2 { DUP2 #000f SFT2 EQU #04 JNZ #ffff MUL2 }
( %%^! { .% DEI } %%~! { .% DEO }
%%^ { .% PEK } %%= { .% POK } %%*! { .% DEI2 } %%=! { .% DEO2 }
%%? { .% DEI } %%! { .% DEO } %%^ { .% PEK } %%~ { .% POK }
) %%* { .% PEK2 } %%= { .% POK2 }
%%^ { .% PEK2 } %%= { .% POK2 }
%%? { .% DEI2 } %%! { .% DEO2 }
( devices ) ( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ] |00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
|10 @Console [ &pad $8 &char $1 &byte $1 &short $2 &string $2 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ] |20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
|40 @Controller [ &vector $2 &button $1 &key $1 ]
|60 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &chord $1 ] |60 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &chord $1 ]
|0000 |0000
@line [ &x0 $2 &y0 $2 &x $2 &y $2 &sx $2 &sy $2 &dx $2 &dy $2 &e1 $2 &e2 $2 ] @line [ &x0 $2 &y0 $2 &x $2 &y $2 &sx $2 &sy $2 &dx $2 &dy $2 &e1 $2 &e2 $2 ]
@pointer [ &x $2 &y $2 &lastx $2 &lasty $2 &state $1 ] @pointer [ &x $2 &y $2 &lastx $2 &lasty $2 &state $1 ]
@color $1 @color $1
( program ) ( program )
@ -33,108 +25,96 @@
|0100 ( -> ) |0100 ( -> )
( theme ) ( theme )
#f0f0 System/r! #f0f0 System/r=!
#f00f System/g! #f00f System/g=!
#f000 System/b! #f000 System/b=!
( vectors ) ( vectors )
;on-mouse Mouse/vector! ;on-mouse Mouse/vector=!
BRK BRK
@on-mouse ( -> ) @on-mouse ( -> )
;draw-cursor JSR2 ;draw-cursor JSR2
( on down ) ( on down )
.Mouse/state DEI #00 NEQ .pointer/state PEK #00 EQU #0101 EQU2 ,on-mouse-down JNZ Mouse/state^! #00 NEQ pointer/state^ #00 EQU #0101 EQU2 ,on-mouse-down JNZ
( on drag ) ( on drag )
.Mouse/state DEI #00 NEQ ,on-mouse-drag JNZ Mouse/state^! #00 NEQ ,on-mouse-drag JNZ
Mouse/state^! pointer/state~
.Mouse/state DEI .pointer/state POK
BRK BRK
@on-mouse-down ( -> ) @on-mouse-down ( -> )
( record start position ) ( record start position )
Mouse/x? DUP2 pointer/x= pointer/lastx= Mouse/x*! DUP2 pointer/x= pointer/lastx=
Mouse/y? DUP2 pointer/y= pointer/lasty= Mouse/y*! DUP2 pointer/y= pointer/lasty=
Mouse/state^! pointer/state~
.Mouse/state DEI .pointer/state POK
BRK BRK
@on-mouse-drag ( -> ) @on-mouse-drag ( -> )
( draw line ) ( draw line )
pointer/lastx^ pointer/lastx*
pointer/lasty^ pointer/lasty*
pointer/x^ pointer/x*
pointer/y^ pointer/y*
#01 ( add mouse state ) [ .Mouse/state DEI #10 EQU #02 MUL ADD ] #01 [ Mouse/state^! #10 EQU #02 MUL ADD ]
;draw-line JSR2 ;draw-line JSR2
( record last position ) ( record last position )
Mouse/x? pointer/lastx= Mouse/x*! pointer/lastx=
Mouse/y? pointer/lasty= Mouse/y*! pointer/lasty=
Mouse/state^! pointer/state~
.Mouse/state DEI .pointer/state POK
BRK BRK
@draw-cursor ( -- ) @draw-cursor ( -- )
( clear last cursor ) ( clear last cursor )
;clear Screen/addr! ;clear Screen/addr=!
pointer/x^ Screen/x! pointer/x* Screen/x=!
pointer/y^ Screen/y! pointer/y* Screen/y=!
#30 .Screen/color DEO #30 Screen/color~!
( record pointer positions ) ( record pointer positions )
Mouse/x? pointer/x= Mouse/x*! pointer/x=
Mouse/y? pointer/y= Mouse/y*! pointer/y=
( draw new cursor ) ( draw new cursor )
;cursor Screen/addr! ;cursor Screen/addr=!
pointer/x^ Screen/x! pointer/x* Screen/x=!
pointer/y^ Screen/y! pointer/y* Screen/y=!
( colorize on state ) ( colorize on state )
.Mouse/state DEI #00 NEQ #31 [ Mouse/state^! #00 NEQ ] ADD Screen/color~!
#31 ADD .Screen/color DEO
RTN RTN
@draw-line ( x1 y1 x2 y2 color -- ) @draw-line ( x1 y1 x2 y2 color -- )
( load ) .color POK line/y0= line/x0= line/y= line/x= ( load ) color~ line/y0= line/x0= line/y= line/x=
line/x0^ line/x^ SUB2 ABS2 line/dx= line/x0* line/x* SUB2 ABS2 line/dx=
line/y0^ line/y^ SUB2 ABS2 #0000 SWP2 SUB2 line/dy= line/y0* line/y* SUB2 ABS2 #0000 SWP2 SUB2 line/dy=
#ffff #00 line/x^ line/x0^ LTS2 #0002 MUL2 ADD2 line/sx= #ffff #00 line/x* line/x0* LTS2 #0002 MUL2 ADD2 line/sx=
#ffff #00 line/y^ line/y0^ LTS2 #0002 MUL2 ADD2 line/sy= #ffff #00 line/y* line/y0* LTS2 #0002 MUL2 ADD2 line/sy=
line/dx^ line/dy^ ADD2 line/e1= line/dx* line/dy* ADD2 line/e1=
&loop &loop
( draw ) ( draw )
line/x^ Screen/x! line/x* Screen/x=!
line/y^ Screen/y! line/y* Screen/y=!
.color PEK color^ Screen/color~!
.Screen/color DEO line/x* line/x0* EQU2 line/y* line/y0* EQU2 #0101 EQU2 ,&end JNZ
line/x^ line/x0^ EQU2 line/y^ line/y0^ EQU2 #0101 EQU2 ,&end JNZ line/e1* #0002 MUL2 line/e2=
line/e1^ #0002 MUL2 line/e2= line/e2* line/dy* LTS2 ,&skipy JNZ
line/e2^ line/dy^ LTS2 ,&skipy JNZ line/e1* line/dy* ADD2 line/e1=
line/e1^ line/dy^ ADD2 line/e1= line/x* line/sx* ADD2 line/x=
line/x^ line/sx^ ADD2 line/x=
&skipy &skipy
line/e2^ line/dx^ GTS2 ,&skipx JNZ line/e2* line/dx* GTS2 ,&skipx JNZ
line/e1^ line/dx^ ADD2 line/e1= line/e1* line/dx* ADD2 line/e1=
line/y^ line/sy^ ADD2 line/y= line/y* line/sy* ADD2 line/y=
&skipx &skipx
,&loop JMP ,&loop JMP
&end &end
RTN RTN
@clear [ 0000 0000 0000 0000 ] @clear [ 0000 0000 0000 0000 ]
@cursor [ 80c0 e0f0 f8e0 1000 ] @cursor [ 80c0 e0f0 f8e0 1000 ]

View File

@ -1,5 +1,10 @@
( GUI Animation ) ( GUI Animation )
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ] |00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ] |20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
@ -12,17 +17,14 @@
|0100 ( -> ) |0100 ( -> )
( theme ) ( theme )
#4cfd .System/r DEO2 #4cfd System/r=!
#4cf3 .System/g DEO2 #4cf3 System/g=!
#dcf2 .System/b DEO2 #dcf2 System/b=!
( vectors ) ( vectors )
;on-frame .Screen/vector DEO2 ;on-frame Screen/vector=!
( starting position ) ( starting position )
.Screen/width DEI2 #0002 DIV2 .dvd/x POK2 Screen/width*! #0002 DIV2 dvd/x=
.Screen/height DEI2 #0002 DIV2 .dvd/y POK2 Screen/height*! #0002 DIV2 dvd/y=
#21 ;draw-dvd JSR2 #21 ;draw-dvd JSR2
BRK BRK
@ -30,39 +32,39 @@ BRK
@on-frame ( -> ) @on-frame ( -> )
( clear ) #20 ;draw-dvd JSR2 ( clear ) #20 ;draw-dvd JSR2
( hit-right ) .dvd/x PEK2 .Screen/width DEI2 #0020 SUB2 EQU2 ( case: hit-right ) dvd/x* Screen/width*! #0020 SUB2 EQU2
( hit-left ) .dvd/x PEK2 #0000 EQU2 ( case: hit-left ) dvd/x* #0000 EQU2
#0000 EQU2 ,&no-flipx JNZ #0000 EQU2 ,&no-flipx JNZ
.dvd/dx PEK #00 EQU .dvd/dx POK &no-flipx dvd/dx^ #00 EQU dvd/dx~ &no-flipx
( hit-bottom ) .dvd/y PEK2 .Screen/height DEI2 #0010 SUB2 EQU2 ( case: hit-bottom ) dvd/y* Screen/height*! #0010 SUB2 EQU2
( hit-top ) .dvd/y PEK2 #0000 EQU2 ( case: hit-top ) dvd/y* #0000 EQU2
#0000 EQU2 ,&no-flipy JNZ #0000 EQU2 ,&no-flipy JNZ
.dvd/dy PEK #00 EQU .dvd/dy POK &no-flipy dvd/dy^ #00 EQU dvd/dy~ &no-flipy
( incr ) .dvd/x PEK2 #0001 #00 .dvd/dx PEK #00 EQU #fffe MUL2 ADD2 ADD2 .dvd/x POK2 ( incr ) dvd/x* #0001 #00 dvd/dx^ #00 EQU #fffe MUL2 ADD2 ADD2 dvd/x=
( incr ) .dvd/y PEK2 #0001 #00 .dvd/dy PEK #00 EQU #fffe MUL2 ADD2 ADD2 .dvd/y POK2 ( incr ) dvd/y* #0001 #00 dvd/dy^ #00 EQU #fffe MUL2 ADD2 ADD2 dvd/y=
( draw ) #21 ;draw-dvd JSR2 ( draw ) #21 ;draw-dvd JSR2
BRK BRK
@draw-dvd ( color -- ) @draw-dvd ( color -- )
( stash color ) STH ( stash ) STH
;dvd_icn .Screen/addr DEO2 ;dvd_icn Screen/addr=!
.dvd/y PEK2 .dvd/y PEK2 #0010 ADD2 dvd/y* [ dvd/y* #0010 ADD2 ]
&ver &ver
OVR2 .Screen/y DEO2 OVR2 Screen/y=!
.dvd/x PEK2 .dvd/x PEK2 #0020 ADD2 dvd/x* [ dvd/x* #0020 ADD2 ]
&hor &hor
OVR2 .Screen/x DEO2 OVR2 Screen/x=!
( draw ) DUPr STHr .Screen/color DEO ( draw ) DUPr STHr Screen/color~!
( next ) .Screen/addr DEI2 #0008 ADD2 .Screen/addr DEO2 ( next ) Screen/addr*! #0008 ADD2 Screen/addr=!
( incr ) SWP2 #0008 ADD2 SWP2 ( incr ) SWP2 #0008 ADD2 SWP2
OVR2 OVR2 LTH2 ,&hor JNZ OVR2 OVR2 LTH2 ,&hor JNZ
POP2 POP2 POP2 POP2
( incr ) SWP2 #0008 ADD2 SWP2 ( incr ) SWP2 #0008 ADD2 SWP2
OVR2 OVR2 LTH2 ,&ver JNZ OVR2 OVR2 LTH2 ,&ver JNZ
POP2 POP2 POP2 POP2
( destroy color ) POPr ( destroy ) POPr
JMP2r JMP2r

View File

@ -92,7 +92,6 @@ findmacro(char *name)
for(i = 0; i < p.mlen; ++i) for(i = 0; i < p.mlen; ++i)
if(scmp(p.macros[i].name, name, 64)) if(scmp(p.macros[i].name, name, 64))
return &p.macros[i]; return &p.macros[i];
/* look for templated */
for(i = 0; i < p.mlen; ++i) for(i = 0; i < p.mlen; ++i)
if(p.macros[i].name[0] == '%' && ssin(name, p.macros[i].name + 1) != -1) if(p.macros[i].name[0] == '%' && ssin(name, p.macros[i].name + 1) != -1)
return &p.macros[i]; return &p.macros[i];
@ -141,7 +140,6 @@ char *template(char *src, char *dst, char *w, Macro *m)
scpy(src, dst, scin(src, '%') + 1); scpy(src, dst, scin(src, '%') + 1);
scat(dst, input); scat(dst, input);
scat(dst, src + scin(src, '%') + 1); scat(dst, src + scin(src, '%') + 1);
printf(" Templated %s, to %s\n", w, dst);
return dst; return dst;
} }
@ -375,7 +373,9 @@ cleanup(char *filename)
int i; int i;
printf("Assembled %s(%d bytes), %d labels, %d macros.\n\n", filename, (p.length - TRIM), p.llen, p.mlen); printf("Assembled %s(%d bytes), %d labels, %d macros.\n\n", filename, (p.length - TRIM), p.llen, p.mlen);
for(i = 0; i < p.llen; ++i) for(i = 0; i < p.llen; ++i)
if(!p.labels[i].refs) if(p.labels[i].name[0] >= 'A' && p.labels[i].name[0] <= 'Z')
continue; /* Ignore capitalized labels(devices) */
else if(!p.labels[i].refs && scin(p.labels[i].name, '/') > 0)
printf("--- Unused label: %s\n", p.labels[i].name); printf("--- Unused label: %s\n", p.labels[i].name);
for(i = 0; i < p.mlen; ++i) for(i = 0; i < p.mlen; ++i)
if(!p.macros[i].refs) if(!p.macros[i].refs)