( 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 } &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 ( matrix comparison ) ~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 #0101 NEQ2 ,draw1 ROT JMP2? POP2 #02 =color ,hand_icn =cursor @draw1 ~r1.x1 ~r1.y1 ~r1.x2 ~r1.y2 ~color ,line-rect JSR2 #01 =color ( 2-step comparison ) ,draw2 ~dev/mouse.x ~r2.x1 GTH2 ~dev/mouse.x ~r2.x2 LTH2 #0101 NEQ2 JMP2? POP2 ,draw2 ~dev/mouse.y ~r2.y1 GTH2 ~dev/mouse.y ~r2.y2 LTH2 #0101 NEQ2 JMP2? POP2 #03 =color ,hand_icn =cursor @draw2 ~r2.x1 ~r2.y1 ~r2.x2 ~r2.y2 ~color ,line-rect JSR2 #01 =color ( 4-step comparison ) ,draw3 ~dev/mouse.x ~r3.x1 LTH2 JMP2? POP2 ,draw3 ~dev/mouse.x ~r3.x2 GTH2 JMP2? POP2 ,draw3 ~dev/mouse.y ~r3.y1 LTH2 JMP2? POP2 ,draw3 ~dev/mouse.y ~r3.y2 GTH2 JMP2? POP2 #02 =color ,hand_icn =cursor @draw3 ~r3.x1 ~r3.y1 ~r3.x2 ~r3.y2 ~color ,line-rect JSR2 ,draw-cursor JSR2 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 JSR2 ( record mouse positions ) ~dev/mouse.x =mouse.x ~dev/mouse.y =mouse.y #11 ~cursor ~mouse.x ~mouse.y ,draw-sprite JSR2 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 JMP2? 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 JMP2? 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 ] |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 )