uxn/projects/examples/demos/bifurcan.usm

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(
Bifurcan
Every second, the Labyrinth reorganize itself to display the time.
)
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%RTN { JMP2r }
%MOD { DUP2 DIV MUL SUB }
%TOS { #00 SWP }
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%2// { #01 SFT2 }
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%8** { #30 SFT2 }
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( devices )
|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 ]
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|90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &chord $1 ]
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|b0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 ]
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( variables )
|0000
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@last $1
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@style $1
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@pointer [ &x $2 &y $2 ]
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@center [ &x $2 &y $2 ]
@anchor [ &x $2 &y $2 ]
( program )
|0100 ( -> )
( theme )
#0f3a .System/r DEO2
#0fda .System/g DEO2
#0faa .System/b DEO2
( vectors )
;on-frame .Screen/vector DEO2
;on-mouse .Mouse/vector DEO2
( find center )
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.Screen/width DEI2 2// .center/x STZ2
.Screen/height DEI2 2// .center/y STZ2
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( background )
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;tiles ;cover-pattern JSR2
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;redraw JSR2
BRK
@on-frame ( -> )
( only draw once per second )
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.DateTime/second DEI .last LDZ NEQ #01 JCN [ BRK ]
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.DateTime/second DEI .last STZ
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;redraw JSR2
BRK
@on-mouse ( -> )
;draw-cursor JSR2
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.Mouse/state DEI #00 EQU ,&no-touch JCN
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( incr ) .style LDZ #01 ADD #03 MOD .style STZ
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( bg ) ;tiles .style LDZ #10 MUL TOS ADD2 ;cover-pattern JSR2
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( fg ) ;redraw JSR2
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( release ) #00 .Mouse/state DEO
&no-touch
BRK
@redraw ( -- )
( hrs )
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[ .center/x LDZ2 #0018 SUB2 ]
[ .center/y LDZ2 #0048 SUB2 ]
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.DateTime/hour DEI #0a DIV ;draw-number JSR2
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[ .center/x LDZ2 #0008 ADD2 ]
[ .center/y LDZ2 #0048 SUB2 ]
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.DateTime/hour DEI #0a MOD ;draw-number JSR2
( min )
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[ .center/x LDZ2 #0018 SUB2 ]
[ .center/y LDZ2 #0018 SUB2 ]
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.DateTime/minute DEI #0a DIV ;draw-number JSR2
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[ .center/x LDZ2 #0008 ADD2 ]
[ .center/y LDZ2 #0018 SUB2 ]
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.DateTime/minute DEI #0a MOD ;draw-number JSR2
( sec )
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[ .center/x LDZ2 #0018 SUB2 ]
[ .center/y LDZ2 #0018 ADD2 ]
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.DateTime/second DEI #0a DIV
;draw-number JSR2
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[ .center/x LDZ2 #0008 ADD2 ]
[ .center/y LDZ2 #0018 ADD2 ]
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.DateTime/second DEI #0a MOD
;draw-number JSR2
RTN
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@draw-number ( x* y* n -- )
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STH
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( save pos ) .anchor/y STZ2 .anchor/x STZ2
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#00 #0f
&loop
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( save-x ) OVR #03 MOD TOS 8** .anchor/x LDZ2 ADD2 .Screen/x DEO2
( save-y ) OVR #03 DIV TOS 8** .anchor/y LDZ2 ADD2 .Screen/y DEO2
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( get digit* ) OVR STHkr #02 MUL TOS ;digits ADD2 LDA2
( get bit ) ROT #0e SWP SUB SFT2 #0001 AND2
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( set tile ) 8** ;tiles ADD2
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( set style ) .style LDZ #10 MUL TOS ADD2
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.Screen/addr DEO2
( draw ) #21 .Screen/color DEO
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( incr ) SWP #01 ADD SWP
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LTHk ,&loop JCN
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POP2
POPr
RTN
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@cover-pattern ( addr* -- )
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( load ) .Screen/addr DEO2
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#0000 .Screen/height DEI2
&ver
( save ) OVR2 .Screen/y DEO2
#0000 .Screen/width DEI2
&hor
( save ) OVR2 .Screen/x DEO2
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( draw ) #21 .Screen/color DEO
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( incr ) SWP2 #0008 ADD2 SWP2
LTH2k ,&hor JCN
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POP2 POP2
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( incr ) SWP2 #0008 ADD2 SWP2
LTH2k ,&ver JCN
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POP2 POP2
RTN
@draw-cursor ( -- )
( clear last cursor )
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;cursor .Screen/addr DEO2
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.pointer/x LDZ2 .Screen/x DEO2
.pointer/y LDZ2 .Screen/y DEO2
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#30 .Screen/color DEO
( record pointer positions )
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.Mouse/x DEI2 .pointer/x STZ2
.Mouse/y DEI2 .pointer/y STZ2
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( draw new cursor )
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.pointer/x LDZ2 .Screen/x DEO2
.pointer/y LDZ2 .Screen/y DEO2
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( colorize on state )
#31 [ .Mouse/state DEI #00 NEQ ] ADD .Screen/color DEO
RTN
@cursor [
80c0 e0f0 f8e0 1000 ]
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@digits [
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7b6f 2492 73e7 73cf
5bc9 79cf 49ef 7249
7bef 7bc9 ]
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@tiles [
0102 0408 1020 4080
8040 2010 0804 0201
0718 2040 4080 8080
0101 0102 0204 18e0
0808 0810 e304 0808
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0808 0804 e310 0808 ]