(mouse.tal) Improved implementation

This commit is contained in:
neauoire 2023-11-09 14:01:11 -08:00
parent 6bdb6ca168
commit d0a521745a
4 changed files with 116 additions and 151 deletions

View File

@ -1,5 +1,4 @@
( Mouse: ( Mouse: Paint with 3 colors with each mouse button. )
Paint with 3 colors with each mouse button. )
|00 @System &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 &debug $1 &halt $1 |00 @System &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 &debug $1 &halt $1
|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 |20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
@ -7,214 +6,181 @@
|0000 |0000
@line &x2 $2 &y2 $2
@length $2 @length $2
@frame $2 @frame $2
@pen &x $2 &y $2 &x2 $2 &y2 $2 @pen &x $2 &y $2 &x2 $2 &y2 $2
@pointer &x $2 &y $2 &lastx $2 &lasty $2 &state $1 @pointer &x $2 &y $2 &lastx $2 &lasty $2 &state $1
|0100 ( -> ) |0100
( theme ) @on-reset ( -> )
#4cfd .System/r DEO2 ( | theme )
#4cf3 .System/g DEO2 #68af .System/r DEO2
#dcf2 .System/b DEO2 #79bf .System/g DEO2
#8ace .System/b DEO2
( vectors ) ( | vectors )
;on-mouse .Mouse/vector DEO2 ;on-mouse .Mouse/vector DEO2
;on-frame .Screen/vector DEO2 ;on-frame .Screen/vector DEO2
<draw-mouse>
draw-mouse BRK
BRK
( (
@|vectors ) @|vectors )
@on-frame ( -> ) @on-frame ( -> )
.Mouse/state DEI ?{
.Mouse/state DEI ?&skip ;run DUP2 JSR2 JSR2 }
;run DUP2 JSR2 JSR2 BRK
&skip
BRK
@on-mouse ( -> ) @on-mouse ( -> )
( | clear last cursor )
( clear last cursor )
.pointer/x LDZ2 .Screen/x DEO2 .pointer/x LDZ2 .Screen/x DEO2
.pointer/y LDZ2 .Screen/y DEO2 .pointer/y LDZ2 .Screen/y DEO2
;fill-icn .Screen/addr DEO2 ;fill-icn .Screen/addr DEO2
[ LIT2 40 -Screen/sprite ] DEO [ LIT2 40 -Screen/sprite ] DEO
draw-mouse <draw-mouse>
( draw new cursor ) ( | draw new cursor )
;pointer-icn .Screen/addr DEO2 ;pointer-icn .Screen/addr DEO2
#00 .Screen/auto DEO #00 .Screen/auto DEO
.Mouse/x DEI2 DUP2 .pointer/x STZ2 .Screen/x DEO2 .Mouse/x DEI2 DUP2 .pointer/x STZ2
.Mouse/y DEI2 DUP2 .pointer/y STZ2 .Screen/y DEO2 .Screen/x DEO2
.Mouse/y DEI2 DUP2 .pointer/y STZ2
.Screen/y DEO2
#45 .Mouse/state DEI #00 NEQ #05 MUL ADD .Screen/sprite DEO #45 .Mouse/state DEI #00 NEQ #05 MUL ADD .Screen/sprite DEO
( on down ) ( | on down )
.Mouse/state DEI #00 NEQ .pointer/state LDZ #00 EQU AND ?on-mouse-down .Mouse/state DEI #00 NEQ .pointer/state LDZ #00 EQU AND ?&down
( on drag ) ( | on drag )
.Mouse/state DEI ?on-mouse-drag .Mouse/state DEI ?&drag
.Mouse/state DEI .pointer/state STZ .Mouse/state DEI .pointer/state STZ
BRK
BRK &down ( -> )
#0000 DUP2 .length STZ2
@on-mouse-down ( -> ) .frame STZ2
<clear-screen>
#0000 DUP2 .length STZ2 .frame STZ2 ( | record start position )
clear-screen .Mouse/x DEI2 DUP2 .pointer/x STZ2
( record start position ) .pointer/lastx STZ2
.Mouse/x DEI2 DUP2 .pointer/x STZ2 .pointer/lastx STZ2 .Mouse/y DEI2 DUP2 .pointer/y STZ2
.Mouse/y DEI2 DUP2 .pointer/y STZ2 .pointer/lasty STZ2 .pointer/lasty STZ2
.Mouse/state DEI .pointer/state STZ .Mouse/state DEI .pointer/state STZ
BRK
BRK &drag ( -> )
( | record )
@on-mouse-drag ( -> ) ;stroke .length LDZ2 #20 SFT2 ADD2 STH2 .pointer/x LDZ2 .pointer/lastx LDZ2 SUB2 STH2kr STA2
( record )
;stroke .length LDZ2 #20 SFT2 ADD2 STH2
.pointer/x LDZ2 .pointer/lastx LDZ2 SUB2 STH2kr STA2
.pointer/y LDZ2 .pointer/lasty LDZ2 SUB2 STH2r INC2 INC2 STA2 .pointer/y LDZ2 .pointer/lasty LDZ2 SUB2 STH2r INC2 INC2 STA2
( move ptr ) ( | move ptr )
.length LDZ2 INC2 .length STZ2 .length LDZ2 INC2 .length STZ2
( draw line ) ( | draw line )
.pointer/lastx LDZ2 .pointer/lastx LDZ2 .pointer/lasty LDZ2 .pointer/x LDZ2 .pointer/y LDZ2 #01 <draw-line>
.pointer/lasty LDZ2 ( | record last position )
.pointer/x LDZ2 .Mouse/x DEI2 DUP2 .pointer/lastx STZ2
.pointer/y LDZ2
#01 draw-line
( record last position )
.Mouse/x DEI2
DUP2 .pointer/lastx STZ2
DUP2 .pen/x STZ2 DUP2 .pen/x STZ2
.pen/x2 STZ2 .pen/x2 STZ2
.Mouse/y DEI2 .Mouse/y DEI2 DUP2 .pointer/lasty STZ2
DUP2 .pointer/lasty STZ2
DUP2 .pen/y STZ2 DUP2 .pen/y STZ2
.pen/y2 STZ2 .pen/y2 STZ2
.Mouse/state DEI .Mouse/state DEI DUP #01 NEQ INC ;run/color STA
DUP #01 NEQ INC ;run/color STA
.pointer/state STZ .pointer/state STZ
BRK
BRK
( (
@|main ) @|main )
@run ( -- ) @run ( -- )
( | read )
( read ) ;stroke .frame LDZ2 #20 SFT2 ADD2 STH2 .pen/x LDZ2 STH2kr LDA2 ADD2 .pen/x STZ2
;stroke .frame LDZ2 #20 SFT2 ADD2 STH2 .pen/y LDZ2 STH2r INC2 INC2 LDA2 ADD2 .pen/y STZ2
.pen/x LDZ2 STH2kr LDA2 ADD2 .pen/x STZ2 ( | line )
.pen/y LDZ2 STH2r INC2 INC2 LDA2 ADD2 .pen/y STZ2 .pen/x LDZ2 .pen/y LDZ2 .pen/x2 LDZ2 .pen/y2 LDZ2 .frame LDZ2 #01 SFT2 NIP #01 AND [ LIT &color $1 ] ADD INC <draw-line>
( line ) ( | history )
.pen/x LDZ2 .pen/y LDZ2
.pen/x2 LDZ2 .pen/y2 LDZ2
.frame LDZ2 #01 SFT2 NIP #01 AND [ LIT &color $1 ] ADD INC draw-line
( history )
.pen/x LDZ2 .pen/x2 STZ2 .pen/x LDZ2 .pen/x2 STZ2
.pen/y LDZ2 .pen/y2 STZ2 .pen/y LDZ2 .pen/y2 STZ2
( incr frame ) ( | incr frame )
.frame LDZ2 INC2 .length LDZ2 INC2 ( mod2 ) DIV2k MUL2 SUB2 .frame STZ2 .frame LDZ2 INC2 .length LDZ2 INC2
( mod2 ) DIV2k MUL2 SUB2 .frame STZ2
JMP2r
JMP2r @<draw-mouse> ( -- )
( | clear )
@draw-mouse ( -- ) #0010 DUP2 .Screen/x DEO2
.Screen/y DEO2
( clear )
#0010
DUP2 .Screen/x DEO2
.Screen/y DEO2
#16 .Screen/auto DEO #16 .Screen/auto DEO
;fill-icn .Screen/addr DEO2 ;fill-icn .Screen/addr DEO2
#40 .Screen/sprite DEOk DEO #40 .Screen/sprite DEOk
( buttons ) DEO
( | buttons )
#0300 #0300
&l &l ( -- )
#01 OVR #40 SFT SFT .Mouse/state DEI AND #00 EQU ?&no-draw #01 OVR #40 SFT SFT .Mouse/state DEI AND #00 EQU ?{
#0010 .Screen/y DEO2 #0010 .Screen/y DEO2
#00 OVR #40 SFT2 ;button-icn ADD2 .Screen/addr DEO2 #00 OVR #40 SFT2 ;button-icn ADD2 .Screen/addr DEO2
#45 .Screen/sprite DEO #45 .Screen/sprite DEO }
&no-draw
INC GTHk ?&l INC GTHk ?&l
POP2 POP2
( outline ) ( | outline )
#0010 .Screen/y DEO2 #0010 .Screen/y DEO2
;mouse-icn .Screen/addr DEO2 ;mouse-icn .Screen/addr DEO2
#16 .Screen/auto DEO #16 .Screen/auto DEO
#4a .Screen/sprite DEOk DEO #4a .Screen/sprite DEOk
DEO
JMP2r
JMP2r @<draw-line> ( x1* y1* x2* y2* color -- )
@draw-line ( x1* y1* x2* y2* color -- )
( load )
,&color STR ,&color STR
,&y STR2 ,&y STR2
,&x STR2 ,&x STR2
.line/y2 STZ2 ,&y2 STR2
.line/x2 STZ2 ,&x2 STR2
,&x LDR2 ,&x2 LDR2 SUB2 abs2 ,&dx STR2
#0000 ,&y LDR2 ,&y2 LDR2 SUB2 abs2 SUB2 ,&dy STR2
#ffff [ LIT2 00 _&x2 ] LDR2 ,&x LDR2 lts2 DUP2 ADD2 ADD2 ,&sx STR2
#ffff [ LIT2 00 _&y2 ] LDR2 ,&y LDR2 lts2 DUP2 ADD2 ADD2 ,&sy STR2
[ LIT2 &dx $2 ] [ LIT2 &dy $2 ] ADD2 STH2
&while ( -- )
[ LIT2 &x2 $2 ] DUP2 .Screen/x DEO2
[ LIT2 &x $2 ] EQU2 [ LIT2 &y2 $2 ] DUP2 .Screen/y DEO2
[ LIT2 &y $2 ] EQU2 [ LIT2 &color $1 -Screen/pixel ] DEO
AND ?&end
STH2kr DUP2 ADD2 DUP2 ,&dy LDR2 lts2 ?&skipy
STH2r ,&dy LDR2 ADD2 STH2 ,&x2 LDR2 [ LIT2 &sx $2 ] ADD2 ,&x2 STR2
&skipy ( -- )
,&dx LDR2 gts2 ?&while
STH2r ,&dx LDR2 ADD2 STH2 ,&y2 LDR2 [ LIT2 &sy $2 ] ADD2 ,&y2 STR2
!&while
&end POP2r JMP2r
,&x LDR2 .line/x2 LDZ2 SUB2 abs2 ,&dx STR2 @abs2 ( a* -- f )
#0000 ,&y LDR2 .line/y2 LDZ2 SUB2 abs2 SUB2 ,&dy STR2 DUP2 #0f SFT2 EQU ?{ #0000 SWP2 SUB2 }
JMP2r
#ffff #00 .line/x2 LDZ2 ,&x LDR2 lts2 DUP2 ADD2 ADD2 ,&sx STR2 @lts2 ( a* b* -- f )
#ffff #00 .line/y2 LDZ2 ,&y LDR2 lts2 DUP2 ADD2 ADD2 ,&sy STR2 #8000 STH2k ADD2 SWP2 STH2r ADD2 GTH2 JMP2r
[ LIT2 &dx $2 ] [ LIT2 &dy $2 ] ADD2 ,&e1 STR2 @gts2 ( a* b* -- f )
#8000 STH2k ADD2 SWP2 STH2r ADD2 LTH2 JMP2r
&loop @<clear-screen> ( -- )
.line/x2 LDZ2 DUP2 .Screen/x DEO2 [ LIT2 &x $2 ] EQU2 #0000 DUP2 .Screen/x DEO2
.line/y2 LDZ2 DUP2 .Screen/y DEO2 [ LIT2 &y $2 ] EQU2 .Screen/y DEO2
[ LIT2 &color $1 -Screen/pixel ] DEO
AND ?&end
[ LIT2 &e1 $2 ] DUP2 ADD2 DUP2
,&dy LDR2 lts2 ?&skipy
,&e1 LDR2 ,&dy LDR2 ADD2 ,&e1 STR2
.line/x2 LDZ2 [ LIT2 &sx $2 ] ADD2 .line/x2 STZ2
&skipy
,&dx LDR2 gts2 ?&skipx
,&e1 LDR2 ,&dx LDR2 ADD2 ,&e1 STR2
.line/y2 LDZ2 [ LIT2 &sy $2 ] ADD2 .line/y2 STZ2
&skipx
!&loop
&end
JMP2r
@abs2 DUP2 #0f SFT2 EQU #05 JCN #0000 SWP2 SUB2 JMP2r
@lts2 #8000 STH2k ADD2 SWP2 STH2r ADD2 GTH2 JMP2r
@gts2 #8000 STH2k ADD2 SWP2 STH2r ADD2 LTH2 JMP2r
@clear-screen ( -- )
#0000 DUP2 .Screen/x DEO2 .Screen/y DEO2
#80 .Screen/pixel DEO #80 .Screen/pixel DEO
JMP2r
JMP2r @fill-icn [ ffff ffff ffff ffff ]
@pointer-icn [ 80c0 e0f0 f8e0 1000 ]
@fill-icn [
ffff ffff ffff ffff ]
@pointer-icn [
80c0 e0f0 f8e0 1000 ]
@mouse-icn [ @mouse-icn [
000d 1212 1212 121d 000d 1212 1212 121d 00b0 4848 4848 48b8
00b0 4848 4848 48b8 1010 1010 1008 0700 0808 0808 0810 e000 ]
1010 1010 1008 0700
0808 0808 0810 e000 ]
@button-icn [ @button-icn [
000c 1e1e 1e1e 1e0c 000c 1e1e 1e1e 1e0c 0000 0000 0000 0000
0000 0000 0000 0000 0001 0303 0303 0301 0080 c0c0 c0c0 c080
0001 0303 0303 0301 0000 0000 0000 0000 0030 7878 7878 7830 ]
0080 c0c0 c0c0 c080
0000 0000 0000 0000
0030 7878 7878 7830 ]
( (
@|memory ) @|memory )
@stroke @stroke

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@ -53,8 +53,7 @@ uxn_eval(Uxn *u, Uint16 pc)
case 0x60: /* JSI */ SHIFT( 2) rr = ram + pc; pc += 2; T2_(pc); pc += PEEK2(rr); break; case 0x60: /* JSI */ SHIFT( 2) rr = ram + pc; pc += 2; T2_(pc); pc += PEEK2(rr); break;
case 0x80: /* LIT */ case 0xc0: SHIFT( 1) T = ram[pc++]; break; case 0x80: /* LIT */ case 0xc0: SHIFT( 1) T = ram[pc++]; break;
case 0xa0: /* LIT2 */ case 0xe0: SHIFT( 2) N = ram[pc++]; T = ram[pc++]; break; case 0xa0: /* LIT2 */ case 0xe0: SHIFT( 2) N = ram[pc++]; T = ram[pc++]; break;
} } break;
break;
/* ALU */ /* ALU */
case 0x01: /* INC */ t=T; SET(1, 0) T = t + 1; break; case 0x01: /* INC */ t=T; SET(1, 0) T = t + 1; break;
case 0x21: /* INC2 */ t=T2; SET(2, 0) T2_(t + 1) break; case 0x21: /* INC2 */ t=T2; SET(2, 0) T2_(t + 1) break;

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@ -72,7 +72,7 @@ main(int argc, char **argv)
return system_error("usage", "uxncli [-v] file.rom [args..]"); return system_error("usage", "uxncli [-v] file.rom [args..]");
/* Read flags */ /* Read flags */
if(argv[i][0] == '-' && argv[i][1] == 'v') if(argv[i][0] == '-' && argv[i][1] == 'v')
return system_version("Uxncli - Console Varvara Emulator", "1 Nov 2023"); return system_version("Uxncli - Console Varvara Emulator", "9 Nov 2023");
if(!system_init(&u, (Uint8 *)calloc(0x10000 * RAM_PAGES, sizeof(Uint8)), argv[i++])) if(!system_init(&u, (Uint8 *)calloc(0x10000 * RAM_PAGES, sizeof(Uint8)), argv[i++]))
return system_error("Init", "Failed to initialize uxn."); return system_error("Init", "Failed to initialize uxn.");
/* Game Loop */ /* Game Loop */

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@ -540,7 +540,7 @@ main(int argc, char **argv)
/* Read flag. Right now, there can be only one. */ /* Read flag. Right now, there can be only one. */
if(argv[i][0] == '-') { if(argv[i][0] == '-') {
if(argv[i][1] == 'v') if(argv[i][1] == 'v')
return system_version("Uxnemu - Graphical Varvara Emulator", "1 Nov 2023"); return system_version("Uxnemu - Graphical Varvara Emulator", "9 Nov 2023");
if(argv[i][1] == '-') if(argv[i][1] == '-')
i++; i++;
if(strcmp(argv[i], "-2x") == 0 || strcmp(argv[i], "-3x") == 0) if(strcmp(argv[i], "-2x") == 0 || strcmp(argv[i], "-3x") == 0)