|00 @System [ &vect $2 &pad $6 &r $2 &g $2 &b $2 ] |10 @Console [ &vect $2 &r $1 &pad $5 &w $1 ] |20 @Screen [ &vect $2 &w $2 &h $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 ] |80 @Controller [ &vect $2 &button $1 &key $1 ] |0000 @tint $1 ( draw mode. 01=regular, 04=inverted ) @dirty? $1 ( screen needs redraw? ) @rows $2 ( height in characters ) @cols $2 ( width in characters ) @cur-x $2 ( cursor x: 0 <= cur-x < cols ) @cur-y $2 ( cursor y: 0 <= cur-y < rows ) |0100 ( 80 cols x 24 rows ) #0028 .rows STZ2 #0050 .cols STZ2 ( set screen height/width based on rows/cols ) .rows LDZ2 #30 SFT2 .Screen/h DEO2 .cols LDZ2 #30 SFT2 .Screen/w DEO2 ( set colors ) #0cf0 .System/r DEO2 #0c88 .System/g DEO2 #0c0f .System/b DEO2 ( clear screen for initial draw ) ;clear-screen JSR2 ( set up interrupts ) ;redraw .Screen/vect DEO2 ( set up screen ) ;on-key .Controller/vect DEO2 ( set up keyboard ) ;on-input .Console/vect DEO2 ( set up stdin ) ( return ) BRK @clear-screen #01 .dirty? STZ ;screen STH2 #0000 &yloop #0000 &xloop #20 STH2kr STA INC2r INC2 DUP2 .cols LDZ2 LTH2 ,&xloop JCN POP2 INC2 DUP2 .rows LDZ2 LTH2 ,&yloop JCN POP2 POP2r JMP2r @redraw #41 .tint STZ .dirty? LDZ #00 EQU ,&done JCN ;screen STH2 #0000 DUP2 .Screen/y DEO2 &yloop #0000 DUP2 .Screen/x DEO2 &xloop STH2kr LDA ;draw-tile JSR2 .Screen/x DEI2 #0008 ADD2 .Screen/x DEO2 INC2 INC2r DUP2 .cols LDZ2 LTH2 ,&xloop JCN POP2 .Screen/y DEI2 #0008 ADD2 .Screen/y DEO2 INC2 DUP2 .rows LDZ2 LTH2 ,&yloop JCN POP2 POP2r ;show-cursor JSR2 #00 .dirty? STZ &done BRK @hide-cursor .tint LDZ #41 .tint STZ ;draw-cursor JSR2 .tint STZ JMP2r @show-cursor .tint LDZ #44 .tint STZ ;draw-cursor JSR2 .tint STZ JMP2r @draw-cursor .cur-x LDZ2 #30 SFT2 .Screen/x DEO2 .cur-y LDZ2 #30 SFT2 .Screen/y DEO2 .cur-y LDZ2 .cols LDZ2 MUL2 .cur-x LDZ2 ADD2 ;screen ADD2 LDA ;draw-tile JMP2 @on-key ( -> ) .Controller/key DEI ,&ok JCN BRK &ok ,alt? JSR ,on-alt-key JCN ,ctrl? JSR ,on-ctrl-key JCN .Controller/key DEI .Console/w DEO BRK @ctrl? ( -> down? ) .Controller/button DEI #01 AND JMP2r @alt? ( -> down? ) .Controller/button DEI #02 AND JMP2r ( alt-XYZ emits ESC and then emits XYZ ) @on-alt-key ( -> ) #1b .Console/w DEO ,ctrl? JSR ,on-ctrl-key JCN .Controller/key DEI .Console/w DEO BRK ( ctrl-$n emits: ) ( 0 <= $n < @ -> $n ) ( @ <= $n < ` -> $n #40 SUB ) ( ` <= $n <= #ff -> $n #60 SUB ) @on-ctrl-key ( -> ) .Controller/key DEI DUP LIT "@ LTH ,&done JCN DUP LIT "` LTH ,&c1 JCN LIT "` SUB ,&done JMP &c1 LIT "@ SUB &done .Console/w DEO BRK @on-input .Console/r DEI DUP ,&ok JCN POP BRK &ok #41 .tint STZ ;read JSR2 BRK @read ( byte^ -> ) DUP #07 EQU ;read-bel JCN2 DUP #08 EQU ;read-bs JCN2 DUP #09 EQU ;read-tab JCN2 DUP #0a EQU ;read-nl JCN2 DUP #0d EQU ;read-cr JCN2 DUP #1b EQU ;read-esc JCN2 DUP #7f EQU ;read-del JCN2 ;read-printable JMP2 ( TODO: we need line-editing! ) @read-bel POP JMP2r @read-bs POP JMP2r ( POP ;scroll JMP2 ) @read-esc POP JMP2r @read-del POP JMP2r ( @read-tab POP JMP2r ) @read-tab POP .cur-x LDZ2 NIP #07 AND #08 SUB &loop #20 DUP ;cursor-addr JSR2 STA ;draw-tile JSR2 ;forward JSR2 INC DUP ,&loop JCN POP JMP2r @read-cr ( 0d -> ) POP ;hide-cursor JSR2 #0000 .cur-x STZ2 JMP2r @read-nl ( 0a -> ) POP ;hide-cursor JSR2 ;down JMP2 @read-printable ( c -> ) DUP ;cursor-addr JSR2 STA ;draw-tile JSR2 ;forward JMP2 @forward ( -> ) .cur-x LDZ2 INC2 DUP2 .cols LDZ2 LTH2 ,&ok JCN POP2 #0000 .cur-x STZ2 ;down JMP2 &ok .cur-x STZ2 ;show-cursor JMP2 @back ( -> ) .cur-x LDZ2 #0000 GTH2 ,&continue JCN POP2 POP JMP2r &continue ( addr^ value* ) ;hide-cursor JSR2 .cur-x LDZ2 #0001 SUB2 .cur-x STZ2 ;show-cursor JMP2 @down ( -> ) .cur-y LDZ2 INC2 DUP2 .rows LDZ2 LTH2 ,&ok JCN POP2 ;scroll JMP2 &ok .cur-y STZ2 ;show-cursor JMP2 @scroll ;end-screen STH2 ;screen .cols LDZ2 ADD2 STH2 &loop STH2kr LDA #20 STH2kr STA STH2kr .cols LDZ2 SUB2 STA INC2r GTH2kr STHr ,&loop JCN POP2r POP2r #01 .dirty? STZ ;show-cursor JMP2 @cursor-addr ( -> addr* ) .cur-y LDZ2 .cols LDZ2 MUL2 .cur-x LDZ2 ADD2 ;screen ADD2 JMP2r ( 0 <= c < 256 ) @draw-tile ( c^ -> ) DUP #80 LTH ,draw-7bit JCN ,draw-8bit JMP ( 0 <= index < 128 ) @load-tile ( index^ -> ) #00 SWP #30 SFT2 ;ascii ADD2 .Screen/addr DEO2 JMP2r ( 0 <= c < 128 ) @draw-7bit ( c^ -> ) ;load-tile JSR2 .tint LDZ .Screen/sprite DEO JMP2r ( 128 <= c < 256 ) @draw-8bit ( 8bit^ -> ) #80 SUB ;load-tile JSR2 .tint LDZ #05 EOR .Screen/sprite DEO JMP2r ( 128 1-bit 8x8 tiles for ASCII 7-bit characters ) @ascii ~chr/ascii.tal ( store characters for redraw, etc. ) @screen $0c80 ( 80 x 40 ) @end-screen ( store attributes for redraw, etc. ) @attrs $0c80 ( 80 x 40 ) @end-attrs