Implemented devctrl
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b014a73bcd
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527d6508e2
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@ -297,9 +297,10 @@ dotext(SDL_Event *event)
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}
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void
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doctrl(SDL_Event *event, int z)
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doctrl(Uxn *u, SDL_Event *event, int z)
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{
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Uint8 flag = 0x00;
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Uint16 addr = 0xff30; /* TODO: get dynamically */
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if(z && event->key.keysym.sym == SDLK_h)
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GUIDES = !GUIDES;
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if(SDL_GetModState() & KMOD_LCTRL || SDL_GetModState() & KMOD_RCTRL)
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@ -320,7 +321,7 @@ doctrl(SDL_Event *event, int z)
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case SDLK_LEFT: flag = 0x40; break;
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case SDLK_RIGHT: flag = 0x80; break;
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}
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setflag(&devcontroller->mem[0], flag, z);
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setflag(&u->ram.dat[addr], flag, z);
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}
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#pragma mark - Devices
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@ -439,8 +440,8 @@ start(Uxn *u)
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEMOTION: domouse(u, &event); break;
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case SDL_TEXTINPUT: dotext(&event); break;
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case SDL_KEYDOWN: doctrl(&event, 1); break;
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case SDL_KEYUP: doctrl(&event, 0); break;
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case SDL_KEYDOWN: doctrl(u, &event, 1); break;
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case SDL_KEYUP: doctrl(u, &event, 0); break;
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case SDL_WINDOWEVENT:
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if(event.window.event == SDL_WINDOWEVENT_EXPOSED)
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redraw(pixels, u);
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@ -1,9 +1,10 @@
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( blank )
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&Console { pad 8 stdio 1 }
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&Screen { width 2 height 2 pad 4 y 2 x 2 color 1 }
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&Sprite { pad 8 y 2 x 2 addr 2 color 1 }
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&Mouse { x 2 y 2 state 1 chord 1 }
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&Console { pad 8 stdio 1 }
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&Screen { width 2 height 2 pad 4 y 2 x 2 color 1 }
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&Sprite { pad 8 y 2 x 2 addr 2 color 1 }
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&Controller { buttons 1 }
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&Mouse { x 2 y 2 state 1 chord 1 }
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|0100 @RESET BRK
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|c000 @FRAME BRK
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@ -12,6 +13,7 @@
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|FF00 ;dev/console Console
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|FF10 ;dev/screen Screen
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|FF20 ;dev/sprite Sprite
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|FF30 ;dev/ctrl Controller
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|FF50 ;dev/mouse Mouse
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|FFF0 [ f2ac 35bb 2b53 ] ( palette )
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@ -1,7 +1,8 @@
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( controller )
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:dev/r fff8 ( const read port )
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:dev/w fff9 ( const write port )
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&Screen { width 2 height 2 pad 4 y 2 x 2 color 1 }
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&Sprite { pad 8 x 2 y 2 addr 2 color 1 }
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&Controller { buttons 1 }
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&Point2d { x 2 y 2 }
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@ -10,38 +11,36 @@
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|0100 @RESET
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#03 =dev/r ( set dev/read to controller )
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#02 =dev/w ( set dev/write to sprite )
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#0080 =pos.x #0040 =pos.y ( origin )
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( set origin )
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~dev/screen.width #0002 DIV2 =pos.x
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~dev/screen.height #0002 DIV2 =pos.y
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#12 ,up_icn ~pos.x ~pos.y ,draw-sprite JSR
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#12 ,up_icn ~pos.y ~pos.x ,draw-sprite JSR
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BRK
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|c000 @FRAME
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#03 =dev/r ( set dev/read to controller )
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,default_icn =sprite
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#00 IOR #10 NEQ ,next1 ROT JMP? POP2
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~dev/ctrl.buttons #10 NEQ ,next1 ROT JMP? POP2
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,up_icn =sprite
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~pos.y #0001 SUB2 =pos.y
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@next1
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#00 IOR #20 NEQ ,next2 ROT JMP? POP2
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~dev/ctrl.buttons #20 NEQ ,next2 ROT JMP? POP2
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,down_icn =sprite
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~pos.y #0001 ADD2 =pos.y
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@next2
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#00 IOR #40 NEQ ,next3 ROT JMP? POP2
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~dev/ctrl.buttons #40 NEQ ,next3 ROT JMP? POP2
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,left_icn =sprite
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~pos.x #0001 SUB2 =pos.x
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@next3
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#00 IOR #80 NEQ ,end ROT JMP? POP2
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~dev/ctrl.buttons #80 NEQ ,end ROT JMP? POP2
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,right_icn =sprite
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~pos.x #0001 ADD2 =pos.x
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@end
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( redraw )
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#13 ~sprite ~pos.x ~pos.y ,draw-sprite JSR
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#13 ~sprite ~pos.y ~pos.x ,draw-sprite JSR
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BRK
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@ -52,13 +51,17 @@ BRK
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@right_icn [ 3c7e f7f8 f8f7 7e3c ]
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@draw-sprite
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IOW2 ( y byte )
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IOW2 ( x byte )
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IOW2 ( sprite address )
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IOW ( layer-color )
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=dev/sprite.x
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=dev/sprite.y
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=dev/sprite.addr
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=dev/sprite.color
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RTS
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|d000 @ERROR BRK
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|FF10 ;dev/screen Screen
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|FF20 ;dev/sprite Sprite
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|FF30 ;dev/ctrl Controller
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|FFF0 [ 02ac 05bb 0b53 ] ( palette )
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|FFFA .RESET .FRAME .ERROR
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@ -1,7 +1,7 @@
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( mouse )
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&Screen { width 2 height 2 pad 4 y 2 x 2 color 1 }
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&Sprite { pad 8 y 2 x 2 addr 2 color 1 }
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&Sprite { pad 8 x 2 y 2 addr 2 color 1 }
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&Mouse { x 2 y 2 state 1 chord 1 }
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&Point2d { x 2 y 2 }
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@ -91,15 +91,15 @@ RTS
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RTS
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@draw-sprite
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=dev/sprite.x
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=dev/sprite.y
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=dev/sprite.x
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=dev/sprite.addr
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=dev/sprite.color
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RTS
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@draw-sprite-chr
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=dev/sprite.x
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=dev/sprite.y
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=dev/sprite.x
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=dev/sprite.addr
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#20 =dev/sprite.color
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RTS
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@ -1,20 +0,0 @@
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( blank )
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:dev/r fff8 ( std read port )
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:dev/w fff9 ( std write port )
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&Console { stdout 1 }
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|0100 @RESET
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BRK
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|c000 @FRAME BRK
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|d000 @ERROR BRK
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|FF00 ;dev/console Console
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|FF08 ;device2 Device
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|FFF0 [ f2ac 35bb 2b53 ] ( palette )
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|FFFA .RESET .FRAME .ERROR
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